[Q202] - Kinesis Psionics
Psi202 PSPs = (Int bonus + any other stat bonus) * LVL. By spending 10 skill points, you can become specialized in a discipline (max of LVL specializations). Specialization halves the cost of powers. If you specialize in a power this way, that power costs half the actions. Each time you specialize in a power eight times this way, double the effect of the power. If an Ultra power doesn't list dmg, assume an idmg.
Aciukinesis - Manipulate Object Sharpness
Keen Edge (Aciukinesis Minor, 2 PSPs): Sharpen a bladed weapon or tool within 5 ft, granting +11 dmg for 1 minute. No save.
Razor Shot (Aciukinesis Minor, 6 PSPs): Launch a sharpened shard at one creature within 30 ft, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Shard Burst (Aciukinesis Minor, 8 PSPs): Cause a 10‑ft radius of debris to become razor‑sharp, dealing 2d8 slashing dmg to creatures that move through it. Dex save DC 10+SL+Dex bonus halves.
Perfect Honing (Aciukinesis Major, 5 PSPs): Sharpen all allied weapons within 30 ft, granting +21 dmg for 3 rds. No save.
Blade Storm (Aciukinesis Major, 19 PSPs): Send a flurry of spinning blades at one creature within 40 ft, dealing 6d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Whirling Edge Field (Aciukinesis Major, 38 PSPs): Create a 20‑ft radius zone of cutting winds and shards for 1 rd, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Razor Cage (Aciukinesis Grand, 9 PSPs): Trap a Large or smaller creature in a cage of razor edges for 3 rds. Str save DC 10+SL+Str bonus negates.
Edge Cannon (Aciukinesis Grand, 53 PSPs): Fire a projectile at one target, dealing 6d8 slashing dmg and -21 AC for 1 rd. Dex save DC 10+SL+Dex bonus halves dmg and negates AC.
Blade Maelstrom (Aciukinesis Grand, 91 PSPs): Fill a 40‑ft radius with spinning razor‑sharp projectiles, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Edge Lockdown (Aciukinesis Super, 20 PSPs): Surround all creatures in a 60‑ft radius with hovering blades, preventing movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Guillotine Strike (Aciukinesis Super, 103 PSPs): Drop a massive blade construct on a target within 60 ft, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Storm of Edges (Aciukinesis Super, 183 PSPs): Saturate a 60‑ft radius with cutting shards for 3 rds, each rd dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
World s Razor (Aciukinesis Ultra, 43 PSPs): Without save, extend a blade edge across a 1‑mile radius, cutting through all non‑divine matter. XR or GR to resist.
Planetary Guillotine (Aciukinesis Ultra, 166 PSPs): Without save, manifest an enormous cosmic blade to bisect a 1‑mile radius. XR or GR to resist.
Infinite Shardstorm (Aciukinesis Ultra, 286 PSPs): Without save, unleash an endless rain of razor fragments over a 10‑mile radius. XR or GR to resist.
Aerokinesis - Manipulate Air
Breeze Shift (Aerokinesis Minor, 2 PSPs): Alter wind currents in a 10‑ft radius, dispersing smoke or light debris. No save.
Air Bolt (Aerokinesis Minor, 5 PSPs): Fire a compressed blast of air at one creature within 30 ft, dealing 2d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Gust Wave (Aerokinesis Minor, 9 PSPs): Push all creatures in a 10‑ft radius 10 ft away. Str save DC 10+SL+Str bonus negates.
Tailwind (Aerokinesis Major, 5 PSPs): Increase the movement speed of all allies within 30 ft by +10 ft for 3 rds. No save.
Cyclone Spear (Aerokinesis Major, 21 PSPs): Launch a spinning spear of compressed air at one target within 60 ft, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Tornado Burst (Aerokinesis Major, 37 PSPs): Create a 20‑ft radius mini‑tornado, dealing 8d6 bludgeoning dmg and lifting creatures 20 ft. Dex save DC 10+SL+Dex bonus halves.
Air Lock (Aerokinesis Grand, 9 PSPs): Remove breathable air from a 20‑ft radius for 1 rd, forcing Con save DC 10+SL+Con bonus or begin suffocating.
Jetstream Crush (Aerokinesis Grand, 50 PSPs): Slam a creature in a wind tunnel against a surface, dealing 6d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Hurricane Field (Aerokinesis Grand, 92 PSPs): Fill a 40‑ft radius with hurricane‑force winds for 1 rd, dealing 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Sky Prison (Aerokinesis Super, 18 PSPs): Suspend all creatures in a 60‑ft radius mid‑air for 1 rd. Str save DC 10+SL+Str bonus negates.
Wind Scythe (Aerokinesis Super, 103 PSPs): Fire a razor‑sharp wind blade at one target, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Tempest Cage (Aerokinesis Super, 178 PSPs): Trap a 60‑ft radius in violent rotating winds for 3 rds, each rd dealing 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Worldstorm (Aerokinesis Ultra, 42 PSPs): Without save, create an apocalyptic storm over a 1‑mile radius. XR or GR to resist.
Sky Rend (Aerokinesis Ultra, 160 PSPs): Without save, tear the upper atmosphere open, generating winds that scour a 1‑mile radius. XR or GR to resist.
Planetary Tempest (Aerokinesis Ultra, 281 PSPs): Without save, engulf a 10‑mile radius in hurricane‑force destruction. XR or GR to resist.
Aestatekinesis - Manipulate Summer
Sun‑Warmed Breeze (Aestatekinesis Minor, 2 PSPs): Create a comforting summer breeze in a 20‑ft radius, granting advantage on morale checks for 1 minute. No save.
Heatstroke Ray (Aestatekinesis Minor, 6 PSPs): Beam sunlight at one creature within 30 ft, dealing 2d8 fire dmg. Con save DC 10+SL+Con bonus halves.
Sunburst Patch (Aestatekinesis Minor, 8 PSPs): Bathe a 10‑ft square in summer heat, imposing disadvantage on Con saves until end of next turn.
Seasonal Boon (Aestatekinesis Major, 6 PSPs): Infuse allies within 30 ft with summer vitality, granting +1d8 temp HP each. No save.
Solar Javelin (Aestatekinesis Major, 20 PSPs): Hurl a concentrated spear of sunlight at a creature within 60 ft, dealing 6d8 fire/radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Solstice Wave (Aestatekinesis Major, 38 PSPs): Wash a 20‑ft radius in pure summer light, dealing 8d6 fire/radiant dmg. Con save DC 10+SL+Con bonus halves.
Dog Days Grip (Aestatekinesis Grand, 9 PSPs): Trap a creature in oppressive heat for 3 rds, halving movement speed. Con save DC 10+SL+Con bonus negates.
Sunhammer (Aestatekinesis Grand, 51 PSPs): Deal 6d8 fire dmg to a target and blind for 1 rd. Dex save DC 10+SL+Dex bonus halves dmg but not blindness.
Midsummer Blaze (Aestatekinesis Grand, 94 PSPs): Fill a 40‑ft radius with scorching summer heat, dealing 10d8 fire dmg. Con save DC 10+SL+Con bonus halves.
Solstice Lock (Aestatekinesis Super, 21 PSPs): Bind all creatures in a 60‑ft radius within a ring of intense sunlight for 1 rd. Str save DC 10+SL+Str bonus negates.
Summer s Wrath (Aestatekinesis Super, 102 PSPs): Blast a creature with pure seasonal energy, dealing 15d8 fire/radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Sunflare Tempest (Aestatekinesis Super, 177 PSPs): Bombard a 60‑ft radius with summer s burning rays for 3 rds, each rd dealing 10d8 fire dmg. Con save DC 10+SL+Con bonus halves.
Eternal Solstice (Aestatekinesis Ultra, 44 PSPs): Without save, lock a 1‑mile radius in perpetual midsummer heat. XR or GR to resist.
Solar Cataclysm (Aestatekinesis Ultra, 161 PSPs): Without save, unleash the fury of the summer sun to incinerate a 1‑mile radius. XR or GR to resist.
Season s End (Aestatekinesis Ultra, 288 PSPs): Without save, condense the energy of summer into a wave that obliterates all life in a 10‑mile radius. XR or GR to resist.
Aetherkinesis Manipulating Mana
Mana Sense (Aetherkinesis Minor, 2 PSPs): Detect the presence of magic in a 30-ft radius for 1 round. No save.
Arcane Push (Aetherkinesis Minor, 6 PSPs): Push one creature or object within 20 ft up to 5 ft away. Str save DC 10+SL+Str bonus negates.
Spark Weave (Aetherkinesis Minor, 8 PSPs): Cause harmless magical motes to appear around you for 1 round, imposing disadvantage on the next attack against you. No save.
Mana Anchor (Aetherkinesis Major, 5 PSPs): Prevent one creature within 30 ft from casting spells until the end of its next turn. Wis save DC 10+SL+Wis bonus negates.
Arcane Bolt (Aetherkinesis Major, 19 PSPs): Deal 6d8 force dmg to a creature within 60 ft. Dex save DC 10+SL+Dex bonus halves.
Mana Surge (Aetherkinesis Major, 38 PSPs): Empower the next spell cast within 1 round to deal an extra 4d8 dmg or heal an extra 4d8 hp. No save.
Dispel Burst (Aetherkinesis Grand, 9 PSPs): Dispel one magical effect within 30 ft as if using dispel magic. No save.
Arcane Collapse (Aetherkinesis Grand, 52 PSPs): Dispel all active magical effects in a 20-ft radius; hostile casters take 6d8 force damage. Con save DC 10+SL+Con bonus halves.
Mana Well (Aetherkinesis Grand, 94 PSPs): Create a 40-ft radius zone where all allied spells cost half resources for 3 rounds. No save.
Essence Drain (Aetherkinesis Super, 18 PSPs): Steal 1d4 spell slots or equivalent psi points from a caster within 40 ft. Wis save DC 10+SL+Wis bonus negates.
Arcane Cataclysm (Aetherkinesis Super, 103 PSPs): Deal 15d8 force dmg to all creatures in a 40-ft radius and dispel all magic in the area. Con save DC 10+SL+Con bonus halves.
Weave Mastery (Aetherkinesis Super, 182 PSPs): For 3 rounds, you may alter any magical effect you see within 60 ft as a reaction. No save.
Mana Eclipse (Aetherkinesis Ultra, 44 PSPs): Without save, nullify all magic in a 1-mile radius for 1 hour. XR or GR to resist.
Arcane Oblivion (Aetherkinesis Ultra, 167 PSPs): Without save, permanently destroy all magic items and enchantments in a 1-mile radius. XR or GR to resist.
Weave Sever (Aetherkinesis Ultra, 289 PSPs): Without save, permanently collapse the magical weave in a 10-mile radius. XR or GR to resist.
Alcokinesis - Manipulate Alcohol
Ferment Touch (Alcokinesis Minor, 2 PSPs): Turn a non‑alcoholic liquid into a mild alcoholic drink instantly. No save.
Booze Bolt (Alcokinesis Minor, 6 PSPs): Launch a splash of high‑proof alcohol at a target within 30 ft, dealing 2d8 fire dmg if ignited. Dex save DC 10+SL+Dex bonus halves.
Drunken Haze (Alcokinesis Minor, 8 PSPs): Create a 10‑ft radius vapor cloud of intoxicating fumes for 1 rd. Con save DC 10+SL+Con bonus or target is poisoned until end of next turn.
Intoxicate (Alcokinesis Major, 5 PSPs): Force a creature within 30 ft to become inebriated for 3 rds. Con save DC 10+SL+Con bonus negates.
Ethanol Surge (Alcokinesis Major, 20 PSPs): Conjure a stream of flammable alcohol at a target, dealing 6d8 fire dmg if ignited. Dex save DC 10+SL+Dex bonus halves.
Cocktail Cyclone (Alcokinesis Major, 36 PSPs): Create a swirling 20‑ft radius storm of burning alcohol vapor, dealing 8d6 fire dmg. Con save DC 10+SL+Con bonus halves.
Hangover Hex (Alcokinesis Grand, 10 PSPs): Cause crippling dehydration and headache in one creature for 3 rds, imposing disadvantage on attack rolls. Con save DC 10+SL+Con bonus negates.
Liquor Lance (Alcokinesis Grand, 49 PSPs): Fire a jet of flaming alcohol at a target within 60 ft, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Brewery Flood (Alcokinesis Grand, 91 PSPs): Flood a 40‑ft radius with sticky, intoxicating alcohol, dealing 10d8 bludgeoning/fire dmg if ignited. Dex save DC 10+SL+Dex bonus halves.
Spirit Lock (Alcokinesis Super, 20 PSPs): Trap all creatures in a 60‑ft radius in a haze of intoxicating vapors for 1 rd. Con save DC 10+SL+Con bonus negates.
Barrel Bombardment (Alcokinesis Super, 109 PSPs): Summon spectral barrels to smash a target for 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Drunken Inferno (Alcokinesis Super, 182 PSPs): Ignite a massive alcohol vapor cloud in a 60‑ft radius, dealing 10d8 fire dmg each rd for 3 rds. Dex save DC 10+SL+Dex bonus halves.
Ocean of Ale (Alcokinesis Ultra, 42 PSPs): Without save, flood a 1‑mile radius with intoxicating alcohol. XR or GR to resist.
Eternal Bender (Alcokinesis Ultra, 160 PSPs): Without save, force all creatures in a 1‑mile radius into permanent intoxication. XR or GR to resist.
Spirit Apocalypse (Alcokinesis Ultra, 285 PSPs): Without save, summon a burning tidal wave of alcohol to devastate a 10‑mile radius. XR or GR to resist.
Amokinesis - Manipulate Desire
Heart s Whisper (Amokinesis Minor, 2 PSPs): Briefly enhance a creature s affection toward you for 1 minute. Wis save DC 10+SL+Wis bonus negates.
Charm Pulse (Amokinesis Minor, 5 PSPs): Inflict a momentary wave of attraction toward one creature within 30 ft. Wis save DC 10+SL+Wis bonus negates.
Desire Wave (Amokinesis Minor, 8 PSPs): Affect all creatures in a 10‑ft radius with a surge of friendly emotion for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Entrancing Aura (Amokinesis Major, 5 PSPs): Cause one creature within 30 ft to be charmed for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Passion Strike (Amokinesis Major, 20 PSPs): Intensify a creature s emotional state to distraction, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Allure Storm (Amokinesis Major, 37 PSPs): Project a 20‑ft radius aura that charms all creatures for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Binding Desire (Amokinesis Grand, 9 PSPs): Lock a creature s focus onto one target, preventing attacks against others for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Heartbreaker (Amokinesis Grand, 53 PSPs): Overload a creature with heartbreak, dealing 6d8 psychic dmg and imposing disadvantage on attack rolls. Wis save DC 10+SL+Wis bonus halves.
Aphrodite s Tempest (Amokinesis Grand, 92 PSPs): Affect all creatures in a 40‑ft radius with overpowering desire or heartbreak, dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Love s Cage (Amokinesis Super, 21 PSPs): Encase all creatures in a 60‑ft radius in illusory bonds of affection for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Obsession Strike (Amokinesis Super, 108 PSPs): Overwhelm a single creature with obsessive emotion, dealing 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Desire Maelstrom (Amokinesis Super, 181 PSPs): Fill a 60‑ft radius with overpowering emotions for 3 rds, each rd dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Endless Embrace (Amokinesis Ultra, 43 PSPs): Without save, bind all creatures in a 1‑mile radius in permanent emotional fixation. XR or GR to resist.
Lovequake (Amokinesis Ultra, 167 PSPs): Without save, cause a psychic explosion of love energy over a 1‑mile radius. XR or GR to resist.
Desire s End (Amokinesis Ultra, 287 PSPs): Without save, erase all capacity for love or desire in a 10‑mile radius. XR or GR to resist.
Antikinesis - Manipulate Antimatter
Null Spark (Antikinesis Minor, 2 PSPs): One target takes 2d8 force damage and must succeed on a Con save DC 10 + SL + Con bonus or suffer Disadvantage on its next attack roll or saving throw.
Micro Annihilation (Antikinesis Minor, 6 PSPs): Touch a small object to annihilate it, dealing 2d8 force dmg if attended. Dex save DC 10+SL+Dex bonus halves.
Particle Pop (Antikinesis Minor, 8 PSPs): Create a 5‑ft radius antimatter burst, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Annihilation Bind (Antikinesis Major, 6 PSPs): Surround one creature with antimatter energy for 3 rds, dealing 2d8 force dmg per rd. Con save DC 10+SL+Con bonus negates.
Oblivion Lance (Antikinesis Major, 21 PSPs): Fire a concentrated antimatter beam at a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Antimatter Burst (Antikinesis Major, 37 PSPs): Erupt a 20‑ft radius in antimatter energy, dealing 8d6 force dmg. Con save DC 10+SL+Con bonus halves.
Null Cage (Antikinesis Grand, 9 PSPs): Trap a creature in an antimatter field for 3 rds, dealing 4d8 force dmg each rd. Con save DC 10+SL+Con bonus halves.
Annihilation Sphere (Antikinesis Grand, 54 PSPs): Create a 10‑ft sphere of antimatter that deals 6d8 force dmg to everything inside. Con save DC 10+SL+Con bonus halves.
Zero Field (Antikinesis Grand, 93 PSPs): Fill a 40‑ft radius with unstable antimatter energy, dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Event Lock (Antikinesis Super, 21 PSPs): Suspend all matter in a 60‑ft radius in an antimatter stasis for 1 rd. Con save DC 10+SL+Con bonus negates.
Oblivion Strike (Antikinesis Super, 104 PSPs): Collapse a sphere of antimatter onto one target, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Antimatter Tempest (Antikinesis Super, 185 PSPs): Saturate a 60‑ft radius with annihilation energy for 3 rds, each dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Absolute Erasure (Antikinesis Ultra, 44 PSPs): Without save, disintegrate all matter in a 1‑mile radius. XR or GR to resist.
Planetary Oblivion (Antikinesis Ultra, 166 PSPs): Without save, create a mile‑wide antimatter detonation. XR or GR to resist.
Universal Null (Antikinesis Ultra, 285 PSPs): Without save, unleash a 10‑mile radius annihilation wave. XR or GR to resist.
Argentokinesis - Manipulate Silver
Silver Sheen (Argentokinesis Minor, 2 PSPs): Coat a weapon or object with silver for 1 minute. No save.
Coin Shot (Argentokinesis Minor, 5 PSPs): Fire a silver coin or shard at a creature within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Gleaming Flash (Argentokinesis Minor, 8 PSPs): Emit a blinding flash from silver within 10 ft. Con save DC 10+SL+Con bonus or blinded until end of next turn.
Silver Bind (Argentokinesis Major, 6 PSPs): Restrain a creature within 30 ft using silver chains for 3 rds. Str save DC 10+SL+Str bonus negates.
Argent Lance (Argentokinesis Major, 19 PSPs): Launch a spear of pure silver at a target within 60 ft, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Moonmetal Storm (Argentokinesis Major, 37 PSPs): Fill a 20‑ft radius with silver shards, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Purity Cage (Argentokinesis Grand, 10 PSPs): Trap a creature in a 20‑ft cage of silver for 3 rds. Str save DC 10+SL+Str bonus negates.
Moonforged Bolt (Argentokinesis Grand, 52 PSPs): Fire a silver projectile infused with lunar energy, dealing 6d8 radiant/piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Argent Tempest (Argentokinesis Grand, 94 PSPs): Spin silver shards through a 40‑ft radius, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Silver Seal (Argentokinesis Super, 20 PSPs): Seal all hostile creatures in a 60‑ft radius with silver runes for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Argent Judgment (Argentokinesis Super, 104 PSPs): Smite a creature with a massive silver strike, dealing 15d8 radiant/piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Moonmetal Maelstrom (Argentokinesis Super, 182 PSPs): Fill a 60‑ft radius with silver shrapnel for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Argent Eclipse (Argentokinesis Ultra, 44 PSPs): Without save, flood a 1‑mile radius with silver light, searing hostile entities. XR or GR to resist.
Lunar Scourge (Argentokinesis Ultra, 167 PSPs): Without save, rain molten silver over a 1‑mile radius. XR or GR to resist.
Silver Apocalypse (Argentokinesis Ultra, 288 PSPs): Without save, turn all matter in a 10‑mile radius into solid silver. XR or GR to resist.
Asterokinesis - Manipulate Cosmic Energy
Stellar Spark (Asterokinesis Minor, 2 PSPs): Create a faint mote of cosmic light, illuminating a 20-ft radius for 1 minute. No save.
Radiant Pulse (Asterokinesis Minor, 5 PSPs): Blast a creature within 30 ft with condensed starlight, dealing 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Gravity Flicker (Asterokinesis Minor, 9 PSPs): Briefly alter local gravity in a 10-ft radius, knocking unsecured objects upward. Str save DC 10+SL+Str bonus negates.
Solar Align (Asterokinesis Major, 6 PSPs): Channel cosmic currents to grant allies in 30 ft +21 to attack rolls for 1 rd. No save.
Meteor Lance (Asterokinesis Major, 19 PSPs): Hurl a searing fragment of space rock at one target within 60 ft, dealing 6d8 fire/bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Nova Burst (Asterokinesis Major, 39 PSPs): Erupt a 20-ft radius with stellar plasma, dealing 8d6 fire/radiant dmg. Con save DC 10+SL+Con bonus halves.
Orbit Lock (Asterokinesis Grand, 9 PSPs): Lock a Large or smaller creature in a stationary orbit for 3 rds. Str save DC 10+SL+Str bonus negates.
Quasar Beam (Asterokinesis Grand, 54 PSPs): Fire a focused beam of cosmic energy, dealing 6d8 radiant/force dmg to one target within 90 ft. Dex save DC 10+SL+Dex bonus halves.
Meteor Shower (Asterokinesis Grand, 93 PSPs): Call down a 40-ft radius shower of meteors, each dealing 10d8 fire/bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Event Horizon (Asterokinesis Super, 21 PSPs): Create a 30-ft radius zone of extreme gravity for 3 rds; movement speed halved. Str save DC 10+SL+Str bonus negates.
Singularity Strike (Asterokinesis Super, 104 PSPs): Collapse space at a point within 60 ft, dealing 15d8 force dmg to one target. Con save DC 10+SL+Con bonus halves.
Starforge Storm (Asterokinesis Super, 181 PSPs): Bathe a 60-ft radius in cosmic fire and plasma for 3 rds, each dealing 10d8 fire/radiant dmg. Con save DC 10+SL+Con bonus halves.
Galactic Seal (Asterokinesis Ultra, 43 PSPs): Without save, seal a 1-mile radius from all planar travel and teleportation for 1 hour. XR or GR to resist.
Supernova Lance (Asterokinesis Ultra, 165 PSPs): Without save, unleash a concentrated supernova beam on a single point, annihilating the target. XR or GR to resist.
Cosmic Annihilation (Asterokinesis Ultra, 283 PSPs): Without save, vaporize all matter in a 10-mile radius in a blast of pure cosmic energy. XR or GR to resist.
Astrakinesis - Manipulate Astral Energy
Astral Glimmer (Astrakinesis Minor, 2 PSPs): Cause a harmless astral light to flicker in a 20‑ft radius for 1 minute. No save.
Soul Ray (Astrakinesis Minor, 5 PSPs): Fire a thin beam of astral energy at a target within 30 ft, dealing 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Spirit Push (Astrakinesis Minor, 9 PSPs): Push a creature s astral form, knocking them prone. Wis save DC 10+SL+Wis bonus negates.
Planar Link (Astrakinesis Major, 5 PSPs): Connect minds of two willing creatures within 60 ft for 3 rds. No save.
Astral Lance (Astrakinesis Major, 20 PSPs): Spear a creature with condensed astral energy, dealing 6d8 radiant/force dmg. Dex save DC 10+SL+Dex bonus halves.
Starfield Burst (Astrakinesis Major, 37 PSPs): Fill a 20‑ft radius with swirling astral motes, dealing 8d6 radiant dmg. Con save DC 10+SL+Con bonus halves.
Soul Cage (Astrakinesis Grand, 9 PSPs): Trap a creature s astral form for 3 rds, preventing teleportation or planar travel. Wis save DC 10+SL+Wis bonus negates.
Astral Beam (Astrakinesis Grand, 50 PSPs): Fire a high‑intensity astral ray for 6d8 radiant dmg to one target within 90 ft. Dex save DC 10+SL+Dex bonus halves.
Planequake (Astrakinesis Grand, 93 PSPs): Cause a 40‑ft radius astral shockwave, dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Rift Lock (Astrakinesis Super, 20 PSPs): Seal all planar rifts within a 60‑ft radius for 1 rd. No save.
Spirit Erasure (Astrakinesis Super, 103 PSPs): Burn away part of a target s astral essence, dealing 15d8 radiant dmg. Wis save DC 10+SL+Wis bonus halves.
Astral Tempest (Astrakinesis Super, 183 PSPs): Bathe a 60‑ft radius in destructive astral energy for 3 rds, dealing 10d8 radiant dmg each rd. Con save DC 10+SL+Con bonus halves.
Voidgate Collapse (Astrakinesis Ultra, 42 PSPs): Without save, collapse all planar connections in a 1‑mile radius. XR or GR to resist.
Soulstorm (Astrakinesis Ultra, 167 PSPs): Without save, strip astral forms from all creatures in a 1‑mile radius. XR or GR to resist.
Infinite Rift (Astrakinesis Ultra, 283 PSPs): Without save, tear open an uncontrolled planar breach in a 10‑mile radius. XR or GR to resist.
Astronkinesis - Manipulate Dead Stardust
Stellar Dust (Astronkinesis Minor, 2 PSPs): Scatter harmless stardust in a 10‑ft radius, shedding dim light. No save.
Neutron Shot (Astronkinesis Minor, 6 PSPs): Launch a particle of dead‑star matter at one target within 30 ft, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Nova Speck (Astronkinesis Minor, 8 PSPs): Cause a pinpoint explosion of stellar residue in a 5‑ft radius, dealing 2d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Starcore Bind (Astronkinesis Major, 5 PSPs): Restrain one creature with dense stellar remnants for 3 rds. Str save DC 10+SL+Str bonus negates.
Quark Lance (Astronkinesis Major, 19 PSPs): Fire a compressed beam of neutron matter at a target within 60 ft, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Pulsar Burst (Astronkinesis Major, 38 PSPs): Emit a 20‑ft radius pulse of dead‑star energy, dealing 8d6 radiant/force dmg. Con save DC 10+SL+Con bonus halves.
Singularity Chains (Astronkinesis Grand, 9 PSPs): Bind a creature with miniature gravitational wells for 3 rds. Str save DC 10+SL+Str bonus negates.
Neutron Crush (Astronkinesis Grand, 53 PSPs): Drop condensed dead‑star matter onto one target, dealing 6d8 force dmg. Con save DC 10+SL+Con bonus halves.
Remnant Storm (Astronkinesis Grand, 94 PSPs): Hurl shards of collapsed‑star material across a 40‑ft radius, dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Pulsar Lock (Astronkinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius with pulsar energy for 1 rd. Str save DC 10+SL+Str bonus negates.
Black Dwarf Blast (Astronkinesis Super, 103 PSPs): Fire a massive fragment of cooled star core at one target, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Superdense Tempest (Astronkinesis Super, 182 PSPs): Flood a 60‑ft radius with superdense stellar debris for 3 rds, each rd dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Starfall Extinction (Astronkinesis Ultra, 44 PSPs): Without save, rain hyperdense stellar fragments over a 1‑mile radius. XR or GR to resist.
Gravity Ash (Astronkinesis Ultra, 162 PSPs): Without save, coat a 1‑mile radius in residual gravity‑infused dust, crushing everything. XR or GR to resist.
Core Collapse (Astronkinesis Ultra, 285 PSPs): Without save, detonate a dead‑star core fragment in a 10‑mile radius. XR or GR to resist.
Atmokinesis - Manipulate Weather
Weather Shift (Atmokinesis Minor, 2 PSPs): Slightly change local temperature or cloud cover for 1 minute. No save.
Lightning Gust (Atmokinesis Minor, 5 PSPs): Fire a wind‑carried lightning strike at a target within 30 ft, dealing 2d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Rain Squall (Atmokinesis Minor, 8 PSPs): Create a 10‑ft radius heavy downpour, extinguishing small fires. No save.
Windward Push (Atmokinesis Major, 6 PSPs): Knock one creature within 30 ft back 10 ft with storm winds. Str save DC 10+SL+Str bonus negates.
Storm Bolt (Atmokinesis Major, 19 PSPs): Call down a lightning bolt on a target within 60 ft, dealing 6d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Thunderblast (Atmokinesis Major, 37 PSPs): Erupt a 20‑ft radius with thunder and wind, dealing 8d6 thunder dmg. Con save DC 10+SL+Con bonus halves.
Cyclone Cage (Atmokinesis Grand, 9 PSPs): Trap a creature in a small cyclone for 3 rds. Str save DC 10+SL+Str bonus negates.
Lightning Spear (Atmokinesis Grand, 52 PSPs): Launch a concentrated lightning spear for 6d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Hurricane Burst (Atmokinesis Grand, 91 PSPs): Summon a 40‑ft radius hurricane blast dealing 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Eye of the Storm (Atmokinesis Super, 20 PSPs): Create a calm zone in the center of a violent storm within a 60‑ft radius for 3 rds. No save.
Chain Lightning Storm (Atmokinesis Super, 104 PSPs): Call multiple bolts to strike one target, dealing 15d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Mega Tempest (Atmokinesis Super, 182 PSPs): Control a massive storm over a 60‑ft radius for 3 rds, each dealing 10d8 lightning and thunder dmg. Dex save DC 10+SL+Dex bonus halves.
Storm Apocalypse (Atmokinesis Ultra, 44 PSPs): Without save, blanket a 1‑mile radius in constant hurricane‑force weather. XR or GR to resist.
Lightning Worldfall (Atmokinesis Ultra, 163 PSPs): Without save, rain unending lightning on a 1‑mile radius. XR or GR to resist.
Climate Collapse (Atmokinesis Ultra, 284 PSPs): Without save, irreversibly alter the weather of a 10‑mile radius into deadly extremes. XR or GR to resist.
Audiokinesis - Manipulate Sound
Whisper Carry (Audiokinesis Minor, 2 PSPs): Carry a whisper up to 60 ft so only a chosen creature hears it. No save.
Sonic Pop (Audiokinesis Minor, 6 PSPs): Create a sharp sound burst in a 5‑ft radius, dealing 2d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Dissonant Ping (Audiokinesis Minor, 8 PSPs): Emit an unsettling tone in a 10‑ft radius, imposing disadvantage on the next enemy attack sequence. Wis save DC 10+SL+Wis bonus negates.
Sound Muffle (Audiokinesis Major, 5 PSPs): Silence all noise in a 20‑ft radius for 3 rds. No save.
Sonic Bolt (Audiokinesis Major, 19 PSPs): Fire a beam of concentrated sound at a target within 60 ft, dealing 6d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Resonance Burst (Audiokinesis Major, 38 PSPs): Detonate a 20‑ft radius wave of resonance, dealing 8d6 thunder dmg. Con save DC 10+SL+Con bonus halves.
Deafening Cage (Audiokinesis Grand, 9 PSPs): Trap a creature in a sphere of noise for 3 rds, deafening it. Con save DC 10+SL+Con bonus negates.
Shatter Cry (Audiokinesis Grand, 52 PSPs): Break brittle objects in a 30‑ft radius and deal 6d8 thunder dmg to one target. Con save DC 10+SL+Con bonus halves.
Echo Storm (Audiokinesis Grand, 94 PSPs): Fill a 40‑ft radius with violent sonic waves, dealing 10d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Harmony Lock (Audiokinesis Super, 18 PSPs): Paralyze all creatures in a 60‑ft radius with a tone of perfect harmony for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Thunder Lance (Audiokinesis Super, 103 PSPs): Launch a spear of condensed sound at one creature, dealing 15d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Sonic Maelstrom (Audiokinesis Super, 182 PSPs): Flood a 60‑ft radius with deafening sound for 3 rds, each rd dealing 10d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Silence Extinction (Audiokinesis Ultra, 44 PSPs): Without save, strip all sound from a 1‑mile radius permanently. XR or GR to resist.
Sonic Cataclysm (Audiokinesis Ultra, 167 PSPs): Without save, obliterate a 1‑mile radius with a single sound wave. XR or GR to resist.
Worldshatter Tone (Audiokinesis Ultra, 289 PSPs): Without save, emit a tone that destroys all structures in a 10‑mile radius. XR or GR to resist.
Aurokinesis - Manipulate Gold
Gild Touch (Aurokinesis Minor, 2 PSPs): Permanently coat one small nonmagical item in a thin layer of real gold. No save. Has no combat value but can be sold or used in rituals.
Coin Skin (Aurokinesis Minor, 5 PSPs): Your skin becomes flecked with hardened gold coins. Gain +11 AC for 1 rd.
Molten Drip (Aurokinesis Minor, 9 PSPs): Cause molten gold to drip onto a creature within 10 ft, dealing 1d8 fire dmg per rd for 2 rds. Dex save DC 10+SL+Dex bonus negates the second rd.
Golden Lash (Aurokinesis Major, 6 PSPs): Conjure a whip of solid gold. Make a melee attack roll; on hit, deal 3d8 slashing dmg and reduce movement speed by 10 ft until the end of next turn.
Auric Ward (Aurokinesis Major, 19 PSPs): You create a swirling shield of thin golden wafers. Gain resistance to slashing dmg and advantage on Strength saves for 1 minute.
Glitter Trail (Aurokinesis Major, 37 PSPs): Lay a golden trail up to 60 ft long. Any creature crossing it must make a Wis save (DC 10+SL+Wis bonus) or become mesmerized (stunned) for 1 rd.
Gold Avalanche (Aurokinesis Grand, 10 PSPs): Release a torrent of golden rubble in a 20-ft cone dealing 6d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves and negates prone.
Alchemist's Dream (Aurokinesis Grand, 50 PSPs): Transmute up to 10 cubic feet of non-living, nonmagical material into gold. Can be used to block passage, or bribe royalty.
Warding Ingot (Aurokinesis Grand, 91 PSPs): Summon a levitating gold brick that absorbs 500 points of dmg directed at you or an ally. Lasts 1 minute or until depleted. One-time use.
Golden Spire (Aurokinesis Super, 20 PSPs): A spiked pillar of pure impales a creature within 60 ft dealing 8d10 piercing dmg. Dex save DC 10+SL+Dex bonus to avoid being restrained.
Auric Mirror (Aurokinesis Super, 102 PSPs): Summon a mirror of gold that reflects one targeted spell or psi power of SL 5 or lower back. Lasts until triggered or 2 rds.
Gold Sculpt (Aurokinesis Super, 179 PSPs): Shape a 10x10 ft gold construct (e.g., stairs, wall, statue) from ambient particles.
Crown of the Tyrant Sun (Aurokinesis Ultra, 44 PSPs): Conjure a corona. Allies immune fear & +20 AC. Enemies blinded and take 4d10 radiant dmg per rd. No save. XR or GR to resist.
Gilded Extinction (Aurokinesis Ultra, 163 PSPs): Without save, all non-living matter in a 1-mile radius is converted to gold including walls, weapons, etc. XR or GR to resist.
The Aurum God s Will (Aurokinesis Ultra, 285 PSPs): Summon a gold avatar for 3 rds. It has ihp, iAC, iTH, and deals idmg. You can't act while it fights. XR or GR to resist its effects.
Autumnuskinesis - Manipulate Autumn
Falling Leaves (Autumnuskinesis Minor, 2 PSPs): Cause leaves in a 20‑ft radius to swirl aesthetically for 1 minute. No save.
Leaf Blade (Autumnuskinesis Minor, 5 PSPs): Hurl a sharpened leaf at one target within 30 ft, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Harvest Breeze (Autumnuskinesis Minor, 8 PSPs): Send a warm gust carrying the scent of harvest, granting allies advantage on their next attack. No save.
Chill Grip (Autumnuskinesis Major, 5 PSPs): Sap warmth from one creature within 30 ft, halving its movement for 3 rds. Con save DC 10+SL+Con bonus negates.
Leafstorm Spear (Autumnuskinesis Major, 20 PSPs): Launch a spear of spinning leaves at one target, dealing 6d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Equinox Wave (Autumnuskinesis Major, 38 PSPs): Create a 20‑ft radius surge of seasonal magic, dealing 8d6 cold/slashing dmg. Con save DC 10+SL+Con bonus halves.
Harvest Cage (Autumnuskinesis Grand, 10 PSPs): Trap a creature in woven autumn vines and branches for 3 rds. Str save DC 10+SL+Str bonus negates.
Leaf Barrage (Autumnuskinesis Grand, 50 PSPs): Hurl dozens of sharp leaves at a target for 6d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Seasonal Gale (Autumnuskinesis Grand, 91 PSPs): Sweep a 40‑ft radius with frigid autumn wind, dealing 10d8 cold dmg. Con save DC 10+SL+Con bonus halves.
Equinox Lock (Autumnuskinesis Super, 19 PSPs): Freeze all creatures in a 60‑ft radius in an autumn stasis for 1 rd. Con save DC 10+SL+Con bonus negates.
Autumn s Wrath (Autumnuskinesis Super, 104 PSPs): Strike a creature with the power of the season, dealing 15d8 cold/slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Harvest Tempest (Autumnuskinesis Super, 181 PSPs): Saturate a 60‑ft radius with cold winds and cutting leaves for 3 rds, each dealing 10d8 dmg. Con save DC 10+SL+Con bonus halves.
Endless Fall (Autumnuskinesis Ultra, 42 PSPs): Without save, lock a 1‑mile radius in eternal autumn. XR or GR to resist.
Seasonal Scythe (Autumnuskinesis Ultra, 165 PSPs): Without save, sweep a giant scythe of autumn magic through a 1‑mile radius. XR or GR to resist.
Equinox Apocalypse (Autumnuskinesis Ultra, 283 PSPs): Without save, collapse seasonal balance in a 10‑mile radius, ending all harvests. XR or GR to resist.
Avarikinesis - Manipulate Greed
Glint Temptation (Avarikinesis Minor, 2 PSPs): Cause a harmless shimmer around a small object, making it appear more valuable. Wis save DC 10+SL+Wis bonus negates.
Covet Pulse (Avarikinesis Minor, 6 PSPs): Force a creature within 30 ft to feel desire for a visible object, distracting them. Wis save DC 10+SL+Wis bonus negates.
Gold Fever (Avarikinesis Minor, 9 PSPs): Affect all creatures in a 10‑ft radius with a short burst of acquisitive compulsion. Wis save DC 10+SL+Wis bonus negates.
Hoard Sense (Avarikinesis Major, 6 PSPs): Detect the most valuable item within 60 ft for 3 rds. No save.
Envy Strike (Avarikinesis Major, 20 PSPs): Strike with psychic force driven by greed, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Treasure Frenzy (Avarikinesis Major, 39 PSPs): Cause a 20‑ft radius frenzy for nearby valuables, forcing attacks against anyone holding them. Wis save DC 10+SL+Wis bonus negates.
Vault Bind (Avarikinesis Grand, 9 PSPs): Seal a creature s possessions in an extradimensional vault for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Gem Crush (Avarikinesis Grand, 51 PSPs): Manifest crushing weight of wealth over a creature, dealing 6d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Fortune Storm (Avarikinesis Grand, 90 PSPs): Fill a 40‑ft radius with illusory treasures that deal 10d8 psychic dmg when grasped. Wis save DC 10+SL+Wis bonus halves.
Greed Lock (Avarikinesis Super, 18 PSPs): Paralyze all creatures in a 60‑ft radius with visions of wealth for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Golden Burden (Avarikinesis Super, 103 PSPs): Weigh a creature down with phantom riches, dealing 15d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Hoard Maelstrom (Avarikinesis Super, 182 PSPs): Create a 60‑ft radius whirlwind of gold and gems for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Vault Extinction (Avarikinesis Ultra, 42 PSPs): Without save, remove all wealth from a 1‑mile radius into an unreachable vault. XR or GR to resist.
Eternal Covet (Avarikinesis Ultra, 162 PSPs): Without save, lock all creatures in a 1‑mile radius into permanent greed fixation. XR or GR to resist.
Planetary Plunder (Avarikinesis Ultra, 278 PSPs): Without save, strip a 10‑mile radius of all valuables instantly. XR or GR to resist.
Avikinesis - Manipulate Avians
Bird Call (Avikinesis Minor, 2 PSPs): Mimic or summon a harmless bird within 100 ft. No save.
Peck Strike (Avikinesis Minor, 5 PSPs): Command a small bird to attack a creature within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Wing Gust (Avikinesis Minor, 9 PSPs): Summon flapping birds to create a 10‑ft radius gust that pushes creatures 5 ft. Str save DC 10+SL+Str bonus negates.
Flock Bond (Avikinesis Major, 6 PSPs): Telepathically coordinate with a group of birds for 3 rds. No save.
Talon Dive (Avikinesis Major, 21 PSPs): Summon a large predatory bird to strike a creature within 40 ft, dealing 6d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Murder Swarm (Avikinesis Major, 38 PSPs): Call a swarm of crows in a 20‑ft radius, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Cage of Wings (Avikinesis Grand, 9 PSPs): Trap a creature in a swirling cage of birds for 3 rds. Str save DC 10+SL+Str bonus negates.
Razor Beak (Avikinesis Grand, 54 PSPs): Send a giant bird to tear into a target, dealing 6d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Sky Reign (Avikinesis Grand, 92 PSPs): Command a massive flock to strike all creatures in a 40‑ft radius, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Avian Lock (Avikinesis Super, 20 PSPs): Freeze all creatures in a 60‑ft radius under the watch of summoned giant birds for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Stormbeak Strike (Avikinesis Super, 109 PSPs): Summon a colossal bird to smash a creature for 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Murder Tempest (Avikinesis Super, 182 PSPs): Fill a 60‑ft radius with attacking birds for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Flock Apocalypse (Avikinesis Ultra, 43 PSPs): Without save, summon an endless bird swarm to consume a 1‑mile radius. XR or GR to resist.
Sky Blackout (Avikinesis Ultra, 165 PSPs): Without save, darken the sky over a 1‑mile radius with avian swarms. XR or GR to resist.
Feathered Extinction (Avikinesis Ultra, 284 PSPs): Without save, summon a bird storm to strip all life in a 10‑mile radius. XR or GR to resist.
Basilikinesis Manipulating Petrification
Stone Gaze (Basilikinesis Minor, 2 PSPs): Target one creature within 20 ft; it becomes restrained until the start of your next turn. Str save DC 10+SL+Str bonus negates.
Slow Pulse (Basilikinesis Minor, 6 PSPs): Reduce the movement speed of one creature within 30 ft by half for 1 round. Con save DC 10+SL+Con bonus negates.
Lockstep (Basilikinesis Minor, 8 PSPs): Prevent one creature within 20 ft from taking bonus actions for 1 round. Wis save DC 10+SL+Wis bonus negates.
Medusan Warning (Basilikinesis Major, 5 PSPs): One creature within 30 ft must succeed on a Con save DC 10+SL+Con bonus or be paralyzed until the start of its next turn.
Calcify Limb (Basilikinesis Major, 19 PSPs): Deal 6d8 force dmg and disable one limb of a creature within 30 ft for 1 round. Con save DC 10+SL+Con bonus halves dmg and negates disable.
Gravel Snare (Basilikinesis Major, 38 PSPs): Create a 20-ft radius zone for 3 rounds; creatures that start their turn here are restrained until the end of that turn. Str save DC 10+SL+Str bonus negates.
Partial Petrification (Basilikinesis Grand, 9 PSPs): Turn one creature s lower body to stone for 1 round, reducing speed to 0. Con save DC 10+SL+Con bonus negates.
Shatter Stoneform (Basilikinesis Grand, 52 PSPs): Deal 6d8 force dmg to a petrified or restrained creature; if petrified, dmg is doubled. No save.
Statue Field (Basilikinesis Grand, 94 PSPs): In a 40-ft radius, all creatures moving more than 10 ft in a turn must succeed on a Con save DC 10+SL+Con bonus or be restrained until their next turn.
Perfect Stasis (Basilikinesis Super, 18 PSPs): Freeze one creature in time for 1 round. Cha save DC 10+SL+Cha bonus negates.
Stoneheart (Basilikinesis Super, 103 PSPs): Target creature within 30 ft becomes petrified for 1 round; it takes 15d8 force dmg if it fails a Con save DC 10+SL+Con bonus.
Medusa s Dominion (Basilikinesis Super, 182 PSPs): All hostile creatures in a 60-ft radius must succeed on a Con save DC 10+SL+Con bonus or be restrained for 3 rounds.
Field of Stillness (Basilikinesis Ultra, 44 PSPs): Without save, halt all movement in a 1-mile radius for 1 round. XR or GR to resist.
Mass Petrification (Basilikinesis Ultra, 167 PSPs): Without save, petrify all hostile creatures in a 1-mile radius. XR or GR to resist.
Eternal Stone (Basilikinesis Ultra, 289 PSPs): Without save, permanently petrify all creatures of your choice in a 10-mile radius. XR or GR to resist.
Bibliokinesis - Manipulate Books
Page Whisper (Bibliokinesis Minor, 2 PSPs): Instantly flip to the exact page needed in a book within 30 ft. No save.
Paper Cut (Bibliokinesis Minor, 5 PSPs): Send a flying page to slice a target within 30 ft, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Word Cloud (Bibliokinesis Minor, 8 PSPs): Summon swirling letters in a 10‑ft radius, lightly obscuring the area. No save.
Binding Script (Bibliokinesis Major, 6 PSPs): Animate book pages to bind a creature within 30 ft for 3 rds. Str save DC 10+SL+Str bonus negates.
Tome Slam (Bibliokinesis Major, 21 PSPs): Launch a heavy book at a creature, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Encyclopedia Storm (Bibliokinesis Major, 37 PSPs): Summon a 20‑ft radius storm of flying books, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Library Prison (Bibliokinesis Grand, 10 PSPs): Trap a creature in a sphere of hardbound books for 3 rds. Str save DC 10+SL+Str bonus negates.
Papercraft Lance (Bibliokinesis Grand, 54 PSPs): Compress pages into a sharp projectile for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Codex Maelstrom (Bibliokinesis Grand, 92 PSPs): Create a 40‑ft radius storm of animated tomes, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Archive Lock (Bibliokinesis Super, 20 PSPs): Freeze all creatures in a 60‑ft radius under a rain of falling books for 1 rd. Str save DC 10+SL+Str bonus negates.
Lexicon Crush (Bibliokinesis Super, 104 PSPs): Drop an enormous dictionary onto a creature, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Infinite Stacks (Bibliokinesis Super, 183 PSPs): Flood a 60‑ft radius with endless tomes for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Bookstorm Extinction (Bibliokinesis Ultra, 43 PSPs): Without save, bury a 1‑mile radius in an avalanche of books. XR or GR to resist.
Word s End (Bibliokinesis Ultra, 165 PSPs): Without save, erase all written knowledge in a 1‑mile radius. XR or GR to resist.
Infinite Library (Bibliokinesis Ultra, 284 PSPs): Without save, summon an extradimensional library to engulf a 10‑mile radius. XR or GR to resist.
Biokinesis - Manipulate Biological Material
Cell Shift (Biokinesis Minor, 2 PSPs): Alter a minor physical feature of a willing creature for 1 hour. No save if willing.
Pain Spike (Biokinesis Minor, 5 PSPs): Disrupt nerve signals in a creature within 30 ft, dealing 2d8 psychic dmg. Con save DC 10+SL+Con bonus halves.
Muscle Lock (Biokinesis Minor, 9 PSPs): Paralyze a limb for 1 rd. Str save DC 10+SL+Str bonus negates.
Rapid Mend (Biokinesis Major, 6 PSPs): Instantly heal 4d8 hit points on one creature. No save if willing.
Organ Crush (Biokinesis Major, 19 PSPs): Squeeze an internal organ, dealing 6d8 dmg (type matches creature s vulnerability, default bludgeoning). Con save DC 10+SL+Con bonus halves.
Toxic Burst (Biokinesis Major, 36 PSPs): Force a creature s glands to secrete toxins, dealing 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Metabolic Overload (Biokinesis Grand, 9 PSPs): Push a creature s metabolism into overdrive, dealing 10d8 dmg and imposing exhaustion. Con save DC 10+SL+Con bonus halves.
Bone Spear (Biokinesis Grand, 53 PSPs): Grow and launch a sharpened bone projectile for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Plague Field (Biokinesis Grand, 90 PSPs): Inflict a 40‑ft radius with a virulent bio‑toxin, dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Genetic Lock (Biokinesis Super, 20 PSPs): Prevent all creatures in a 60‑ft radius from using shapechange or healing for 3 rds. Con save DC 10+SL+Con bonus negates.
Heart Crush (Biokinesis Super, 103 PSPs): Instantly stop the heart of one creature, dealing 15d8 dmg (bypasses resistance). Con save DC 10+SL+Con bonus halves.
Pandemic Surge (Biokinesis Super, 183 PSPs): Release a wave of engineered pathogens in a 60‑ft radius, dealing 10d8 poison dmg each rd for 3 rds. Con save DC 10+SL+Con bonus halves.
Bio‑Extinction (Biokinesis Ultra, 42 PSPs): Without save, rewrite the DNA of all life in a 1‑mile radius into inert matter. XR or GR to resist.
Plague Apocalypse (Biokinesis Ultra, 164 PSPs): Without save, infect all life in a 1‑mile radius with a terminal, instant pathogen. XR or GR to resist.
Genesis Reset (Biokinesis Ultra, 277 PSPs): Without save, revert all biological material in a 10‑mile radius to primordial ooze. XR or GR to resist.
Blastokinesis - Manipulate Concussion
Pop Strike (Blastokinesis Minor, 2 PSPs): Deal 1d8 force dmg to one creature within 20 ft. No save.
Shock Puff (Blastokinesis Minor, 6 PSPs): Create a 5-ft radius burst dealing 2d8 force damage. Dex save DC 10+SL+Dex bonus halves.
Ear Pop (Blastokinesis Minor, 8 PSPs): One creature within 15 ft is deafened for 1 round. Con save DC 10+SL+Con bonus negates.
Blast Push (Blastokinesis Major, 5 PSPs): Push one creature within 30 ft up to 10 ft away from you. Str save DC 10+SL+Str bonus negates.
Force Bomb (Blastokinesis Major, 19 PSPs): Create a 10-ft radius explosion within 40 ft, dealing 6d8 force damage. Dex save DC 10+SL+Dex bonus halves.
Ring Shock (Blastokinesis Major, 38 PSPs): Emit a 20-ft radius shockwave dealing 8d6 force damage. Dex save DC 10+SL+Dex bonus halves.
Detonating Fist (Blastokinesis Grand, 9 PSPs): Deal 4d8 force dmg to a creature you hit with a melee attack. No save.
Chain Burst (Blastokinesis Grand, 52 PSPs): Hit one target within 30 ft for 6d8 force damage, then 3d8 force dmg to another within 15 ft of it. Dex save DC 10+SL+Dex bonus halves each.
Cluster Bomb (Blastokinesis Grand, 94 PSPs): Target a point within 40 ft; explode for 6d8 force dmg in a 10-ft radius, then repeat in two adjacent 10-ft zones. Dex save DC 10+SL+Dex bonus halves.
Overblast (Blastokinesis Super, 18 PSPs): Increase the dmg of your next force effect by 50% this round. No save.
Implosive Surge (Blastokinesis Super, 103 PSPs): Target within 40 ft takes 15d8 force dmg as air collapses inward. Con save DC 10+SL+Con bonus halves.
Continual Barrage (Blastokinesis Super, 182 PSPs): Bombard a 60-ft radius for 3 rounds, each round dealing 10d8 force damage. Dex save DC 10+SL+Dex bonus halves.
Citybreaker (Blastokinesis Ultra, 44 PSPs): Without save, destroy all nonmagical structures in a 1-mile radius. XR or GR to resist.
Shockwave Extinction (Blastokinesis Ultra, 167 PSPs): Without save, deal 30d8 force dmg to all creatures and objects in a 1-mile radius. XR or GR to resist.
Worldburst (Blastokinesis Ultra, 289 PSPs): Without save, unleash a force wave that obliterates all structures and deals 50d8 force dmg in a 10-mile radius. XR or GR to resist.
Botanokinesis - Manipulate Plants
Vine Tweak (Botanokinesis Minor, 2 PSPs): Move or adjust a vine or branch within 20 ft. No save.
Thorn Shot (Botanokinesis Minor, 6 PSPs): Launch a thorn at one creature within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Root Snare (Botanokinesis Minor, 9 PSPs): Cause roots to entangle a creature s feet, halving movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Entangle Field (Botanokinesis Major, 5 PSPs): Create a 20‑ft radius of grasping plants for 3 rds. Str save DC 10+SL+Str bonus negates.
Thorn Barrage (Botanokinesis Major, 19 PSPs): Fire a flurry of thorns at one creature, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Briar Storm (Botanokinesis Major, 36 PSPs): Cover a 20‑ft radius with razor‑sharp briars, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Vine Prison (Botanokinesis Grand, 9 PSPs): Trap a Large or smaller creature in thick vines for 3 rds. Str save DC 10+SL+Str bonus negates.
Seedburst Lance (Botanokinesis Grand, 52 PSPs): Fire a hardened seed projectile that explodes into vines, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Forest Surge (Botanokinesis Grand, 89 PSPs): Cause plants to erupt in a 40‑ft radius, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Canopy Lock (Botanokinesis Super, 18 PSPs): Grow a dome of branches over a 60‑ft radius, trapping creatures for 1 rd. Str save DC 10+SL+Str bonus negates.
Thorn Titan (Botanokinesis Super, 104 PSPs): Summon a massive plant creature to strike a target, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Verdant Maelstrom (Botanokinesis Super, 181 PSPs): Overgrow a 60‑ft radius with writhing plants for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Blooming Extinction (Botanokinesis Ultra, 42 PSPs): Without save, overgrow a 1‑mile radius into dense jungle. XR or GR to resist.
Thorns of the World (Botanokinesis Ultra, 164 PSPs): Without save, fill a 1‑mile radius with lethal thorn growth. XR or GR to resist.
Green Apocalypse (Botanokinesis Ultra, 283 PSPs): Without save, instantly cover a 10‑mile radius in crushing vegetation. XR or GR to resist.
Caelestikinesis - Manipulate Celestial Bodies
Star Pinpoint (Caelestikinesis Minor, 2 PSPs): Create a tiny illusion of a star map in a 5‑ft space. No save.
Solar Pebble (Caelestikinesis Minor, 6 PSPs): Summon a marble‑sized mote of stellar energy to strike a target within 30 ft, dealing 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Planet Shift (Caelestikinesis Minor, 9 PSPs): Nudge the perceived position of a distant body in the night sky for 1 minute. No save.
Orbital Bind (Caelestikinesis Major, 5 PSPs): Create a gravitational tether between two objects or creatures for 3 rds. Str save DC 10+SL+Str bonus negates.
Moonfall Strike (Caelestikinesis Major, 21 PSPs): Call down a fragment of lunar rock on one target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Stellar Volley (Caelestikinesis Major, 37 PSPs): Rain small meteorites over a 20‑ft radius, dealing 8d6 fire/bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Tidal Lock (Caelestikinesis Grand, 9 PSPs): Force a Large or smaller creature into an immobile orbit for 3 rds. Str save DC 10+SL+Str bonus negates.
Orbital Lance (Caelestikinesis Grand, 54 PSPs): Redirect a minor asteroid to strike a target for 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Starstorm (Caelestikinesis Grand, 90 PSPs): Shower a 40‑ft radius in burning meteors, dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Orbital Seal (Caelestikinesis Super, 20 PSPs): Trap all creatures in a 60‑ft radius in a localized gravitational field for 1 rd. Str save DC 10+SL+Str bonus negates.
Sunhammer Impact (Caelestikinesis Super, 109 PSPs): Smite a creature with a condensed stellar mass, dealing 15d8 fire/radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Planetary Maelstrom (Caelestikinesis Super, 178 PSPs): Spin a 60‑ft radius in planetary debris for 3 rds, each rd dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Celestial Extinction (Caelestikinesis Ultra, 43 PSPs): Without save, erase a celestial body from the sky over a 1‑mile radius. XR or GR to resist.
Meteoric Wrath (Caelestikinesis Ultra, 162 PSPs): Without save, drop a meteor swarm to destroy a 1‑mile radius. XR or GR to resist.
Orbital Apocalypse (Caelestikinesis Ultra, 284 PSPs): Without save, alter orbits to devastate a 10‑mile radius with celestial debris. XR or GR to resist.
Caelumkinesis - Manipulate The Sky
Sky Paint (Caelumkinesis Minor, 2 PSPs): Change the color of the sky within a mile for 1 minute. No save.
Cloud Strike (Caelumkinesis Minor, 5 PSPs): Drop a small compressed cloud chunk onto a target, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Zephyr Veil (Caelumkinesis Minor, 9 PSPs): Create a drifting cloud to lightly obscure a 10‑ft radius. No save.
Sky Bind (Caelumkinesis Major, 6 PSPs): Lock a 30‑ft patch of sky into a fixed color and state for 3 rds. No save.
Nimbus Lance (Caelumkinesis Major, 20 PSPs): Hurl a condensed spear of sky essence at one target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Horizon Burst (Caelumkinesis Major, 37 PSPs): Split the horizon in a 20‑ft radius visual rift, dealing 8d6 psychic dmg to onlookers. Wis save DC 10+SL+Wis bonus halves.
Cloud Prison (Caelumkinesis Grand, 10 PSPs): Trap a creature in a hardened cloud dome for 3 rds. Str save DC 10+SL+Str bonus negates.
Stratosphere Slam (Caelumkinesis Grand, 53 PSPs): Drop a creature from a simulated stratosphere, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Skyquake (Caelumkinesis Grand, 91 PSPs): Create a 40‑ft radius rupture in the air itself, dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Vault Seal (Caelumkinesis Super, 19 PSPs): Close the sky over a 60‑ft radius in a seamless dome for 1 rd. No save.
Skybreaker (Caelumkinesis Super, 102 PSPs): Tear the firmament over a target, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Atmosphere Tempest (Caelumkinesis Super, 180 PSPs): Stir violent sky currents in a 60‑ft radius for 3 rds, each dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Sky Extinction (Caelumkinesis Ultra, 42 PSPs): Without save, erase all cloud cover, stars, and color in a 1‑mile radius sky. XR or GR to resist.
Horizon Collapse (Caelumkinesis Ultra, 166 PSPs): Without save, crush the visible sky into the horizon over a 1‑mile radius. XR or GR to resist.
Firmament Apocalypse (Caelumkinesis Ultra, 283 PSPs): Without save, collapse the sky structure over a 10‑mile radius. XR or GR to resist.
Carbokinesis - Manipulate Carbon
Graphite Mark (Carbokinesis Minor, 2 PSPs): Form a simple mark or sketch in carbon on any surface. No save.
Carbon Spike (Carbokinesis Minor, 6 PSPs): Create a sharpened spike of carbon to strike a target within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Charcoal Cloud (Carbokinesis Minor, 9 PSPs): Fill a 10‑ft radius with fine carbon dust, lightly obscuring vision. No save.
Diamond Bind (Carbokinesis Major, 5 PSPs): Encase a creature in diamond‑hard carbon for 3 rds. Str save DC 10+SL+Str bonus negates.
Carbon Blade (Carbokinesis Major, 20 PSPs): Create a weapon of pure carbon that deals 6d8 slashing dmg to one target. Dex save DC 10+SL+Dex bonus halves.
Dust Explosion (Carbokinesis Major, 38 PSPs): Ignite airborne carbon dust in a 20‑ft radius, dealing 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Graphene Cage (Carbokinesis Grand, 9 PSPs): Trap a creature in unbreakable graphene sheets for 3 rds. Str save DC 10+SL+Str bonus negates.
Diamond Lance (Carbokinesis Grand, 52 PSPs): Hurl a massive diamond shard at a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Carbon Tempest (Carbokinesis Grand, 92 PSPs): Fill a 40‑ft radius with spinning carbon shards, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Diamond Lock (Carbokinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius with diamond restraints for 1 rd. Str save DC 10+SL+Str bonus negates.
Carbon Crush (Carbokinesis Super, 104 PSPs): Drop a giant diamond block on a target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Graphite Maelstrom (Carbokinesis Super, 179 PSPs): Create a 60‑ft radius storm of razor‑sharp carbon shards for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Diamond Worldfall (Carbokinesis Ultra, 44 PSPs): Without save, rain diamond shards over a 1‑mile radius. XR or GR to resist.
Carbon Freeze (Carbokinesis Ultra, 166 PSPs): Without save, encase a 1‑mile radius in solid carbon crystal. XR or GR to resist.
Planetary Diamond (Carbokinesis Ultra, 284 PSPs): Without save, turn all matter in a 10‑mile radius into pure diamond. XR or GR to resist.
Chromokinesis - Manipulate Colors
Hue Shift (Chromokinesis Minor, 2 PSPs): Change the color of an object within 10 ft for 1 minute. No save.
Prism Bolt (Chromokinesis Minor, 6 PSPs): Fire a beam of refracted light at a target, dealing 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Color Fade (Chromokinesis Minor, 9 PSPs): Drain color from a 10‑ft radius, imposing disadvantage on Charisma checks. No save.
Chromatic Bind (Chromokinesis Major, 5 PSPs): Lock a creature in shifting color bands for 3 rds. Str save DC 10+SL+Str bonus negates.
Spectrum Lance (Chromokinesis Major, 21 PSPs): Shoot a focused prism beam at one target, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Color Storm (Chromokinesis Major, 37 PSPs): Blast a 20‑ft radius with volatile color, dealing 8d6 radiant dmg. Con save DC 10+SL+Con bonus halves.
Prism Prison (Chromokinesis Grand, 10 PSPs): Trap a creature in a refracted light cage for 3 rds. Str save DC 10+SL+Str bonus negates.
Chromatic Burst (Chromokinesis Grand, 54 PSPs): Erupt a 30‑ft cone of shifting color for 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Rainbow Maelstrom (Chromokinesis Grand, 91 PSPs): Fill a 40‑ft radius with swirling colors, dealing 10d8 radiant dmg. Con save DC 10+SL+Con bonus halves.
Hue Lock (Chromokinesis Super, 18 PSPs): Freeze all creatures in a 60‑ft radius in solidified color for 1 rd. Str save DC 10+SL+Str bonus negates.
Spectrum Judgment (Chromokinesis Super, 104 PSPs): Blast one target with concentrated spectrum energy, dealing 15d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Chromatic Tempest (Chromokinesis Super, 181 PSPs): Unleash a 60‑ft radius storm of prismatic beams for 3 rds, each dealing 10d8 radiant dmg. Con save DC 10+SL+Con bonus halves.
Colorless Void (Chromokinesis Ultra, 43 PSPs): Without save, strip all color from a 1‑mile radius. XR or GR to resist.
Prismatic Scourge (Chromokinesis Ultra, 164 PSPs): Without save, bombard a 1‑mile radius with deadly prism beams. XR or GR to resist.
Rainbow Apocalypse (Chromokinesis Ultra, 286 PSPs): Without save, turn a 10‑mile radius into a storm of lethal color. XR or GR to resist.
Chronokinesis - Manipulate Time
Moment Glance (Chronokinesis Minor, 2 PSPs): Briefly look 6 seconds into the future, gaining advantage on your next attack or save. No save.
Slow Strike (Chronokinesis Minor, 5 PSPs): Delay a target s reaction, reducing its speed by 10 ft for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Haste Step (Chronokinesis Minor, 8 PSPs): Briefly accelerate yourself, increasing movement by 10 ft for 1 rd. No save.
Time Snare (Chronokinesis Major, 5 PSPs): Slow one creature within 30 ft to half speed for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Accelerated Blow (Chronokinesis Major, 22 PSPs): Strike with super‑sped motion, dealing 6d8 dmg (matching weapon type) to one target. Dex save DC 10+SL+Dex bonus halves.
Temporal Ripple (Chronokinesis Major, 37 PSPs): Create a 20‑ft radius wave that slows all creatures, halving movement and reactions for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Time Stop (Chronokinesis Grand, 9 PSPs): Freeze one creature in time for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Aging Touch (Chronokinesis Grand, 54 PSPs): Age a creature 1d100 years instantly, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Chrono Burst (Chronokinesis Grand, 91 PSPs): Speed up and slow down time in a 40‑ft radius, dealing 10d8 force dmg to hostile creatures. Dex save DC 10+SL+Dex bonus halves.
Mass Stasis (Chronokinesis Super, 22 PSPs): Freeze all creatures in a 60‑ft radius for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Temporal Crush (Chronokinesis Super, 102 PSPs): Fold a target s personal timeline, dealing 15d8 force dmg. Con save DC 10+SL+Con bonus halves.
Time Storm (Chronokinesis Super, 182 PSPs): Cause random time surges in a 60‑ft radius for 3 rds, each rd dealing 10d8 force dmg. Wis save DC 10+SL+Wis bonus halves.
Chrono Erasure (Chronokinesis Ultra, 42 PSPs): Without save, remove a 1‑mile radius from the timeline entirely. XR or GR to resist.
Eternal Loop (Chronokinesis Ultra, 164 PSPs): Without save, trap all creatures in a 1‑mile radius in an infinite repeating moment. XR or GR to resist.
Age Collapse (Chronokinesis Ultra, 276 PSPs): Without save, rapidly age or de‑age all life in a 10‑mile radius into dust or unformed matter. XR or GR to resist.
Cibumkinesis - Manipulate Food
Flavor Shift (Cibumkinesis Minor, 2 PSPs): Change the taste of any food or drink within 10 ft for 1 minute. No save.
Bread Barrage (Cibumkinesis Minor, 5 PSPs): Launch hardened bread rolls at a creature within 30 ft, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Grease Patch (Cibumkinesis Minor, 9 PSPs): Coat a 10‑ft square in slippery grease, forcing Dex save DC 10+SL+Dex bonus or fall prone.
Feast s Grip (Cibumkinesis Major, 5 PSPs): Bind a creature with animated food for 3 rds. Str save DC 10+SL+Str bonus negates.
Boiling Stew Blast (Cibumkinesis Major, 20 PSPs): Hurl a cauldron of boiling stew for 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Popcorn Storm (Cibumkinesis Major, 38 PSPs): Explode kernels in a 20‑ft radius, dealing 8d6 bludgeoning/fire dmg. Dex save DC 10+SL+Dex bonus halves.
Pantry Prison (Cibumkinesis Grand, 10 PSPs): Trap a creature in a conjured pantry for 3 rds. Str save DC 10+SL+Str bonus negates.
Steak Skewer (Cibumkinesis Grand, 54 PSPs): Launch a giant skewer of meat at a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Buffet Maelstrom (Cibumkinesis Grand, 92 PSPs): Fill a 40‑ft radius with flying food platters, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Banquet Lock (Cibumkinesis Super, 19 PSPs): Immobilize all creatures in a 60‑ft radius at a spectral banquet table for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Feast s Wrath (Cibumkinesis Super, 104 PSPs): Smash a target with a giant conjured feast, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Endless Banquet (Cibumkinesis Super, 183 PSPs): Flood a 60‑ft radius with conjured food for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Famine s Bane (Cibumkinesis Ultra, 44 PSPs): Without save, fill a 1‑mile radius with infinite edible food. XR or GR to resist.
Starvation Curse (Cibumkinesis Ultra, 165 PSPs): Without save, make all food in a 1‑mile radius instantly rot. XR or GR to resist.
Feast Apocalypse (Cibumkinesis Ultra, 284 PSPs): Without save, bury a 10‑mile radius in destructive food constructs. XR or GR to resist.
Cogitokinesis - Manipulate Thought
Thought Nudge (Cogitokinesis Minor, 2 PSPs): Implant a fleeting suggestion in a creature s mind. Wis save DC 10+SL+Wis bonus negates.
Idea Spike (Cogitokinesis Minor, 5 PSPs): Force a brief intrusive thought on a creature within 30 ft, dealing 2d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Static Mind (Cogitokinesis Minor, 8 PSPs): Momentarily scramble a creature s thoughts, imposing disadvantage on its next attack. Int save DC 10+SL+Int bonus negates.
Mental Anchor (Cogitokinesis Major, 5 PSPs): Prevent a creature from changing its intended action for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Cerebral Lance (Cogitokinesis Major, 21 PSPs): Strike a creature s mind for 6d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Mindquake (Cogitokinesis Major, 36 PSPs): Overwhelm all creatures in a 20‑ft radius with mental noise, dealing 8d6 psychic dmg. Int save DC 10+SL+Int bonus halves.
Thought Cage (Cogitokinesis Grand, 10 PSPs): Trap a creature s consciousness in an illusionary construct for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Idea Implosion (Cogitokinesis Grand, 52 PSPs): Collapse a creature s chain of thought, dealing 6d8 psychic dmg and silencing spells for 1 rd. Int save DC 10+SL+Int bonus halves.
Cognitive Storm (Cogitokinesis Grand, 91 PSPs): Shatter concentration in a 40‑ft radius, dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Neural Lock (Cogitokinesis Super, 18 PSPs): Freeze all mental activity in a 60‑ft radius for 1 rd. Int save DC 10+SL+Int bonus negates.
Mind Eradicator (Cogitokinesis Super, 103 PSPs): Strike a creature to wipe its surface thoughts, dealing 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Brainstorm Tempest (Cogitokinesis Super, 182 PSPs): Overload a 60‑ft radius with chaotic mental images for 3 rds, each dealing 10d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Thought Extinction (Cogitokinesis Ultra, 42 PSPs): Without save, erase all conscious thought in a 1‑mile radius. XR or GR to resist.
Mind Silence (Cogitokinesis Ultra, 167 PSPs): Without save, halt all higher brain function in a 1‑mile radius. XR or GR to resist.
Cognitive Apocalypse (Cogitokinesis Ultra, 284 PSPs): Without save, erase the thoughts of all creatures in a 10‑mile radius. XR or GR to resist.
Comakinesis - Manipulate Hair
Strand Shift (Comakinesis Minor, 2 PSPs): Change the style or color of hair instantly. No save.
Hair Whip (Comakinesis Minor, 5 PSPs): Strike a target with an elongated hair strand, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Tangle Snare (Comakinesis Minor, 9 PSPs): Wrap a target s limbs in hair to halve movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Braid Bind (Comakinesis Major, 6 PSPs): Bind a creature in braids or tangles for 3 rds. Str save DC 10+SL+Str bonus negates.
Needle Strand (Comakinesis Major, 20 PSPs): Harden hair into a needle and launch it for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Mane Storm (Comakinesis Major, 37 PSPs): Swirl a 20‑ft radius with whip‑like hair strands, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Follicle Prison (Comakinesis Grand, 9 PSPs): Trap a creature in a sphere of tightly wound hair for 3 rds. Str save DC 10+SL+Str bonus negates.
Hair Lance (Comakinesis Grand, 51 PSPs): Fire a sharpened braid at a target for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Rapunzel Maelstrom (Comakinesis Grand, 94 PSPs): Fill a 40‑ft radius with writhing hair strands, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Hair Lock (Comakinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius with hair tendrils for 1 rd. Str save DC 10+SL+Str bonus negates.
Hair Guillotine (Comakinesis Super, 103 PSPs): Decapitate‑level strike with razor‑sharp hair, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Follicle Tempest (Comakinesis Super, 182 PSPs): Ensnare and shred a 60‑ft radius with hair whips for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Hair Extinction (Comakinesis Ultra, 44 PSPs): Without save, cause all hair in a 1‑mile radius to animate and strangle. XR or GR to resist.
Planetary Weave (Comakinesis Ultra, 165 PSPs): Without save, wrap a 1‑mile radius in unbreakable hair strands. XR or GR to resist.
Rapunzel Apocalypse (Comakinesis Ultra, 286 PSPs): Without save, engulf a 10‑mile radius in hair dense enough to crush structures. XR or GR to resist.
Cryokinesis - Manipulate Ice
Frost Touch (Cryokinesis Minor, 2 PSPs): Freeze a small unattended object or patch of liquid within 5 ft. No save.
Ice Shard (Cryokinesis Minor, 6 PSPs): Launch a shard of ice at one creature within 30 ft, dealing 2d8 cold dmg. Dex save DC 10+SL+Dex bonus halves.
Slippery Patch (Cryokinesis Minor, 8 PSPs): Freeze the grd in a 10‑ft square. Dex save DC 10+SL+Dex bonus or fall prone.
Ice Bind (Cryokinesis Major, 5 PSPs): Encase a limb of a creature within 30 ft in ice, halving its movement for 3 rds. Str save DC 10+SL+Str bonus negates.
Frost Lance (Cryokinesis Major, 21 PSPs): Launch a spear of ice dealing 6d8 cold dmg to one target within 60 ft. Con save DC 10+SL+Con bonus halves.
Blizzard Burst (Cryokinesis Major, 37 PSPs): Create a 20‑ft radius blast of snow and ice, dealing 8d6 cold dmg. Con save DC 10+SL+Con bonus halves.
Ice Prison (Cryokinesis Grand, 9 PSPs): Trap a Large or smaller creature in solid ice for 1 minute. Str save DC 10+SL+Str bonus negates.
Glacial Spike (Cryokinesis Grand, 48 PSPs): Summon an icicle from above to impale a target within 60 ft, dealing 6d8 cold and 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Freezing Field (Cryokinesis Grand, 95 PSPs): Chill a 40‑ft radius area to −50 F, dealing 10d8 cold dmg and halving movement. Con save DC 10+SL+Con bonus halves dmg.
Absolute Zero Bind (Cryokinesis Super, 19 PSPs): Instantly freeze all non‑allied creatures in a 60‑ft radius solid. Con save DC 10+SL+Con bonus negates.
Hailstorm Barrage (Cryokinesis Super, 109 PSPs): Rain massive hailstones in a 60‑ft radius for 3 rds. Each rd deals 10d8 bludgeoning+cold dmg. Dex save DC 10+SL+Dex bonus halves.
Glacial Advance (Cryokinesis Super, 182 PSPs): Advance a moving wall of ice (60 ft wide, 20 ft tall, 10 ft thick) for 3 rds, dealing 15d8 cold dmg. Con save DC 10+SL+Con bonus halves.
Worldfrost (Cryokinesis Ultra, 42 PSPs): Without save, freeze all matter in a 1‑mile radius to absolute zero. XR or GR to resist.
Icefall Cataclysm (Cryokinesis Ultra, 161 PSPs): Without save, drop an avalanche of glacial ice over a 1‑mile radius. XR or GR to resist.
Cryogenic Stasis (Cryokinesis Ultra, 278 PSPs): Without save, suspend all biological activity in a 1‑mile radius for 1 minute. XR or GR to resist.
Cryptokinesis - Manipulate Secrets
Hidden Whisper (Cryptokinesis Minor, 2 PSPs): Encode a spoken sentence so only one chosen creature within 30 ft can understand it. No save.
Veil of Silence (Cryptokinesis Minor, 6 PSPs): Conceal the presence of a hidden object within 10 ft for 1 hour. Int save DC 10+SL+Int bonus negates.
Obfuscate Memory (Cryptokinesis Minor, 8 PSPs): Cloud one recent memory of a creature within 20 ft for 1 minute. Wis save DC 10+SL+Wis bonus negates.
Cipher Lock (Cryptokinesis Major, 5 PSPs): Magically lock a container, door, or book with an unbreakable code for 1 day. No save.
Shadow Code (Cryptokinesis Major, 19 PSPs): Conceal written or spoken information from all but those you designate. Int save DC 10+SL+Int bonus negates.
Mind Scramble (Cryptokinesis Major, 38 PSPs): Force one creature to forget a specific detail for 24 hours. Wis save DC 10+SL+Wis bonus negates.
Encrypted Domain (Cryptokinesis Grand, 9 PSPs): Cloak a 20-ft radius area from divination and detection for 1 hour. No save.
Secret Banishment (Cryptokinesis Grand, 52 PSPs): Hide one creature from all means of scrying for 24 hours. No save.
Memory Lockdown (Cryptokinesis Grand, 94 PSPs): Freeze all memories of a target in place for 1 week, preventing new recall. Wis save DC 10+SL+Wis bonus negates.
Truth Seal (Cryptokinesis Super, 18 PSPs): Force a creature to speak only literal truths for 1 round. Cha save DC 10+SL+Cha bonus negates.
Hidden Collapse (Cryptokinesis Super, 103 PSPs): Erase one structure s location from all memories and maps in a 1-mile radius. No save.
Silent Erasure (Cryptokinesis Super, 182 PSPs): Remove one person s existence from common memory for 1 hour. Wis save DC 10+SL+Wis bonus negates.
Oblivion Cipher (Cryptokinesis Ultra, 44 PSPs): Without save, hide the knowledge of an entire event from all creatures within 1 mile. XR or GR to resist.
Keyless Seal (Cryptokinesis Ultra, 167 PSPs): Without save, permanently lock a location in a dimensional fold. XR or GR to resist.
Infinite Veil (Cryptokinesis Ultra, 289 PSPs): Without save, make a chosen truth unknowable to all beings in a 10-mile radius. XR or GR to resist.
Crystallokinesis - Manipulate Minerals
Gem Spark (Crystallokinesis Minor, 2 PSPs): Create a harmless glimmer from a crystal within 10 ft. No save.
Crystal Shard (Crystallokinesis Minor, 6 PSPs): Fire a razor crystal at a target within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Shard Patch (Crystallokinesis Minor, 9 PSPs): Cover a 5‑ft square with sharp crystal fragments, dealing 1d8 piercing dmg to creatures entering. No save.
Prism Bind (Crystallokinesis Major, 5 PSPs): Restrain a creature in hard crystal for 3 rds. Str save DC 10+SL+Str bonus negates.
Crystal Lance (Crystallokinesis Major, 21 PSPs): Hurl a jagged crystal spike at a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Crystal Storm (Crystallokinesis Major, 39 PSPs): Fill a 20‑ft radius with flying shards, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Crystal Prison (Crystallokinesis Grand, 10 PSPs): Encapsulate a creature in a solid gem sphere for 3 rds. Str save DC 10+SL+Str bonus negates.
Diamond Burst (Crystallokinesis Grand, 52 PSPs): Detonate a diamond crystal at a target for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Gemquake (Crystallokinesis Grand, 94 PSPs): Cause jagged crystals to erupt in a 40‑ft radius, dealing 10d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Prism Lock (Crystallokinesis Super, 19 PSPs): Freeze all creatures in a 60‑ft radius inside refracting crystal for 1 rd. Str save DC 10+SL+Str bonus negates.
Diamond Judgment (Crystallokinesis Super, 104 PSPs): Smash a target with a giant diamond construct, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Shardstorm Tempest (Crystallokinesis Super, 181 PSPs): Hurl crystals through a 60‑ft radius for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Gem Extinction (Crystallokinesis Ultra, 43 PSPs): Without save, turn all minerals in a 1‑mile radius into brittle crystal. XR or GR to resist.
Diamond Rain (Crystallokinesis Ultra, 166 PSPs): Without save, rain razor‑edged diamonds over a 1‑mile radius. XR or GR to resist.
Planetary Prism (Crystallokinesis Ultra, 283 PSPs): Without save, engulf a 10‑mile radius in towering crystal formations. XR or GR to resist.
Cthonikinesis - Manipulate Nether
Nether Flicker (Cthonikinesis Minor, 2 PSPs): Create a small harmless spark of nether energy. No save.
Shadow Pulse (Cthonikinesis Minor, 6 PSPs): Emit a 5‑ft burst of nether force, dealing 2d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Abyss Grip (Cthonikinesis Minor, 8 PSPs): Pull a creature 5 ft toward you with nether tendrils. Str save DC 10+SL+Str bonus negates.
Dark Bind (Cthonikinesis Major, 5 PSPs): Ensnare a creature in nether chains for 3 rds. Str save DC 10+SL+Str bonus negates.
Nether Lance (Cthonikinesis Major, 20 PSPs): Hurl a concentrated bolt of nether energy for 6d8 necrotic dmg. Dex save DC 10+SL+Dex bonus halves.
Abyss Burst (Cthonikinesis Major, 36 PSPs): Unleash a 20‑ft radius nether explosion, dealing 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Void Prison (Cthonikinesis Grand, 9 PSPs): Trap a creature in a nether void for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Nether Crush (Cthonikinesis Grand, 54 PSPs): Slam a target with condensed nether matter for 6d8 bludgeoning/necrotic dmg. Dex save DC 10+SL+Dex bonus halves.
Abyss Maelstrom (Cthonikinesis Grand, 91 PSPs): Fill a 40‑ft radius with swirling nether energy, dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Soul Lock (Cthonikinesis Super, 21 PSPs): Bind all creatures in a 60‑ft radius to the nether for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Oblivion Strike (Cthonikinesis Super, 104 PSPs): Blast one target with lethal nether energy, dealing 15d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Void Tempest (Cthonikinesis Super, 183 PSPs): Flood a 60‑ft radius with destructive nether currents for 3 rds, each dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Nether Extinction (Cthonikinesis Ultra, 42 PSPs): Without save, consume all life in a 1‑mile radius into the nether. XR or GR to resist.
Abyss Eclipse (Cthonikinesis Ultra, 167 PSPs): Without save, plunge a 1‑mile radius into eternal nether darkness. XR or GR to resist.
Black Sun Cataclysm (Cthonikinesis Ultra, 287 PSPs): Without save, collapse reality into nether void over a 10‑mile radius. XR or GR to resist.
Cukinesis - Manipulate Copper
Patina Touch (Cukinesis Minor, 2 PSPs): Tarnish or restore copper objects instantly. No save.
Copper Dart (Cukinesis Minor, 5 PSPs): Fire a sharp copper shard at a target within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Conductor s Pulse (Cukinesis Minor, 9 PSPs): Electrify copper in a 10‑ft radius for 1 rd, dealing 2d8 lightning dmg to creatures touching it. Dex save DC 10+SL+Dex bonus halves.
Copper Bind (Cukinesis Major, 5 PSPs): Restrain a creature with copper coils for 3 rds. Str save DC 10+SL+Str bonus negates.
Copper Lance (Cukinesis Major, 20 PSPs): Launch a sharpened copper rod for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Copper Storm (Cukinesis Major, 39 PSPs): Create a 20‑ft radius of spinning copper shards, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Copper Cage (Cukinesis Grand, 9 PSPs): Trap a creature in a copper prison for 3 rds. Str save DC 10+SL+Str bonus negates.
Copper Bolt (Cukinesis Grand, 51 PSPs): Fire a lightning‑charged copper projectile for 6d8 lightning/piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Copper Tempest (Cukinesis Grand, 90 PSPs): Fill a 40‑ft radius with razor copper shards, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Copper Seal (Cukinesis Super, 18 PSPs): Lock all creatures in a 60‑ft radius in conductive copper runes for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Conductor s Wrath (Cukinesis Super, 102 PSPs): Strike a target with a giant copper rod charged with energy, dealing 15d8 lightning/piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Copper Maelstrom (Cukinesis Super, 182 PSPs): Unleash spinning copper shrapnel in a 60‑ft radius for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Copper Worldfall (Cukinesis Ultra, 42 PSPs): Without save, rain molten copper over a 1‑mile radius. XR or GR to resist.
Planetary Copper (Cukinesis Ultra, 161 PSPs): Without save, turn all metal in a 1‑mile radius into copper. XR or GR to resist.
Copper Apocalypse (Cukinesis Ultra, 286 PSPs): Without save, flood a 10‑mile radius with molten copper. XR or GR to resist.
Datakinesis - Manipulate Data
Packet Peek (Datakinesis Minor, 2 PSPs): Read the last message sent between two points within 30 ft. No save.
Code Spike (Datakinesis Minor, 5 PSPs): Inject a fragment of corrupt data into a device, dealing 2d8 lightning/psychic dmg. Dex save DC 10+SL+Dex bonus halves.
Data Scramble (Datakinesis Minor, 8 PSPs): Temporarily corrupt stored information within 10 ft for 1 rd. No save.
Firewall Bind (Datakinesis Major, 6 PSPs): Isolate a device or creature s data processes for 3 rds. Int save DC 10+SL+Int bonus negates.
Data Lance (Datakinesis Major, 21 PSPs): Overload a target s digital systems for 6d8 lightning/psychic dmg. Int save DC 10+SL+Int bonus halves.
Code Burst (Datakinesis Major, 37 PSPs): Disrupt all devices in a 20‑ft radius, dealing 8d6 lightning/psychic dmg. Int save DC 10+SL+Int bonus halves.
Data Prison (Datakinesis Grand, 9 PSPs): Trap a creature s consciousness inside a data construct for 3 rds. Int save DC 10+SL+Int bonus negates.
System Crash (Datakinesis Grand, 52 PSPs): Force a shutdown of one target s devices or brain‑linked tech, dealing 6d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Digital Tempest (Datakinesis Grand, 91 PSPs): Overload a 40‑ft radius with scrambled data pulses, dealing 10d8 lightning/psychic dmg. Int save DC 10+SL+Int bonus halves.
Root Lock (Datakinesis Super, 18 PSPs): Seize total control of all connected devices in a 60‑ft radius for 1 rd. No save.
Code Erasure (Datakinesis Super, 103 PSPs): Wipe the memory of one device or sentient construct, dealing 15d8 psychic dmg to AI targets. Int save DC 10+SL+Int bonus halves.
Binary Maelstrom (Datakinesis Super, 180 PSPs): Flood a 60‑ft radius with corrupt code for 3 rds, each dealing 10d8 lightning/psychic dmg. Int save DC 10+SL+Int bonus halves.
Data Extinction (Datakinesis Ultra, 44 PSPs): Without save, erase all digital data in a 1‑mile radius. XR or GR to resist.
Code Apocalypse (Datakinesis Ultra, 162 PSPs): Without save, overload all devices in a 1‑mile radius, causing permanent failure. XR or GR to resist.
Quantum Blackout (Datakinesis Ultra, 285 PSPs): Without save, annihilate all stored information in a 10‑mile radius. XR or GR to resist.
Dendrokinesis - Manipulate Wood Growth
Timber Twist (Dendrokinesis Minor, 2 PSPs): Warp a wooden object within 10 ft slightly. No save.
Splinter Shot (Dendrokinesis Minor, 5 PSPs): Fire a sharp splinter at a target within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Bark Shield (Dendrokinesis Minor, 9 PSPs): Cover a target in bark for +11 AC for 1 rd. No save.
Root Bind (Dendrokinesis Major, 6 PSPs): Animate wooden roots or boards to restrain a creature for 3 rds. Str save DC 10+SL+Str bonus negates.
Wooden Lance (Dendrokinesis Major, 20 PSPs): Create and hurl a wooden spear for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Splinter Burst (Dendrokinesis Major, 38 PSPs): Erupt a 20‑ft radius of wood shards, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Wooden Cage (Dendrokinesis Grand, 10 PSPs): Trap a creature in a wooden structure for 3 rds. Str save DC 10+SL+Str bonus negates.
Timber Crush (Dendrokinesis Grand, 54 PSPs): Drop a massive log on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Woodstorm (Dendrokinesis Grand, 94 PSPs): Fill a 40‑ft radius with flying planks and splinters, dealing 10d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Lumber Lock (Dendrokinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius with thick wood growth for 1 rd. Str save DC 10+SL+Str bonus negates.
Timber Judgment (Dendrokinesis Super, 103 PSPs): Smash a target with a colossal wooden hammer, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Forest Tempest (Dendrokinesis Super, 179 PSPs): Overrun a 60‑ft radius with violent wooden growth for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Wood Extinction (Dendrokinesis Ultra, 44 PSPs): Without save, disintegrate all wood in a 1‑mile radius. XR or GR to resist.
Forest Reign (Dendrokinesis Ultra, 163 PSPs): Without save, summon massive wooden constructs to crush a 1‑mile radius. XR or GR to resist.
Worldroot Apocalypse (Dendrokinesis Ultra, 285 PSPs): Without save, cause colossal roots to engulf a 10‑mile radius. XR or GR to resist.
Depictukinesis - Manipulate Art
Sketch Shift (Depictukinesis Minor, 2 PSPs): Alter the colors or style of an artwork instantly. No save.
Paint Slash (Depictukinesis Minor, 6 PSPs): Send a ribbon of razor‑sharp paint at a target within 30 ft, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Ink Veil (Depictukinesis Minor, 9 PSPs): Splash an area in a 10‑ft radius with illusory paint to obscure vision. No save.
Canvas Bind (Depictukinesis Major, 5 PSPs): Pull a creature into a painted surface for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Sculpture Slam (Depictukinesis Major, 21 PSPs): Animate a statue to strike a target for 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Gallery Storm (Depictukinesis Major, 37 PSPs): Fill a 20‑ft radius with flying paint strokes and clay shards, dealing 8d6 bludgeoning/slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Portrait Prison (Depictukinesis Grand, 10 PSPs): Trap a creature inside an enchanted painting for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Masterpiece Lance (Depictukinesis Grand, 53 PSPs): Summon a sharpened frame or brush to strike for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Artquake (Depictukinesis Grand, 91 PSPs): Erupt a 40‑ft radius with animated artworks, dealing 10d8 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Exhibit Lock (Depictukinesis Super, 20 PSPs): Freeze all creatures in a 60‑ft radius in art form for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Sculpture Judgment (Depictukinesis Super, 102 PSPs): Drop a massive statue on a target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Artstorm Tempest (Depictukinesis Super, 183 PSPs): Summon a 60‑ft radius storm of animated paintings and sculptures for 3 rds, each dealing 10d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Canvas Extinction (Depictukinesis Ultra, 42 PSPs): Without save, absorb all artwork in a 1‑mile radius into a void gallery. XR or GR to resist.
Museum Collapse (Depictukinesis Ultra, 166 PSPs): Without save, crush a 1‑mile radius with animated museum pieces. XR or GR to resist.
Masterpiece Apocalypse (Depictukinesis Ultra, 283 PSPs): Without save, transform a 10‑mile radius into a surreal, animated artscape. XR or GR to resist.
Dermakinesis - Manipulate Extra Skin
Skin Shift (Dermakinesis Minor, 2 PSPs): Alter the tone, texture, or markings of skin instantly. No save.
Skin Whip (Dermakinesis Minor, 6 PSPs): Lash out with a length of hardened skin at a target within 30 ft, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Skin Patch (Dermakinesis Minor, 8 PSPs): Grow a temporary layer of protective skin, granting +11 AC for 1 rd. No save.
Dermal Bind (Dermakinesis Major, 6 PSPs): Extend skin to bind a creature within 30 ft for 3 rds. Str save DC 10+SL+Str bonus negates.
Skin Lance (Dermakinesis Major, 20 PSPs): Harden skin into a spear and launch it, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Flesh Storm (Dermakinesis Major, 37 PSPs): Send hardened skin fragments through a 20‑ft radius, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Skin Cocoon (Dermakinesis Grand, 9 PSPs): Encase a creature in a thick skin shell for 3 rds. Str save DC 10+SL+Str bonus negates.
Flesh Crush (Dermakinesis Grand, 54 PSPs): Harden and drop a massive dermal structure on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Epidermal Surge (Dermakinesis Grand, 92 PSPs): Grow and shed skin explosively in a 40‑ft radius, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Dermal Lock (Dermakinesis Super, 21 PSPs): Immobilize all creatures in a 60‑ft radius with extended skin layers for 1 rd. Str save DC 10+SL+Str bonus negates.
Flesh Judgment (Dermakinesis Super, 103 PSPs): Strike a target with a massive hardened dermal mass, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Skin Tempest (Dermakinesis Super, 181 PSPs): Whip and shred a 60‑ft radius with hardened skin growths for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Flesh Extinction (Dermakinesis Ultra, 43 PSPs): Without save, cause all skin in a 1‑mile radius to animate and suffocate creatures. XR or GR to resist.
Epidermal Reign (Dermakinesis Ultra, 165 PSPs): Without save, wrap an entire 1‑mile radius in living dermis. XR or GR to resist.
Skin Apocalypse (Dermakinesis Ultra, 286 PSPs): Without save, flood a 10‑mile radius with animated dermal mass. XR or GR to resist.
Dolorkinesis - Manipulate Pain Perception
Pain Twinge (Dolorkinesis Minor, 2 PSPs): Impose −1 on a creature s next attack roll within 20 ft. No save.
Nerve Flicker (Dolorkinesis Minor, 6 PSPs): Cause a creature within 20 ft to drop a held object. Str save DC 10+SL+Str bonus negates.
Ache Surge (Dolorkinesis Minor, 8 PSPs): Impose disadvantage on one creature s next saving throw within 20 ft. No save.
Cramp Lock (Dolorkinesis Major, 5 PSPs): Reduce a creature s movement speed to 0 for 1 round. Str save DC 10+SL+Str bonus negates.
Agony Spike (Dolorkinesis Major, 19 PSPs): Deal 6d8 psychic dmg to one creature. Wis save DC 10+SL+Wis bonus halves.
Pain Flood (Dolorkinesis Major, 38 PSPs): In a 20-ft radius, all creatures take 4d8 psychic dmg and must succeed on a Wis save DC 10+SL+Wis bonus or be frightened for 1 round.
Neural Shutdown (Dolorkinesis Grand, 9 PSPs): Stun one creature for 1 round. Con save DC 10+SL+Con bonus negates.
Pain Mirror (Dolorkinesis Grand, 52 PSPs): Deal 6d8 psychic dmg to a creature; any dmg it deals before your next turn causes it to take 2d8 psychic damage. Wis save DC 10+SL+Wis bonus halves.
Screamstorm (Dolorkinesis Grand, 94 PSPs): Fill a 40-ft radius with wracking agony; creatures take 6d8 psychic dmg per round for 3 rounds. Wis save DC 10+SL+Wis bonus halves each round.
Pain Mastery (Dolorkinesis Super, 18 PSPs): Choose one creature; until the end of your next turn, you can increase or decrease any pain they feel by 50%. No save.
Overload Nerves (Dolorkinesis Super, 103 PSPs): Deal 15d8 psychic dmg to one creature; on a failed Con save DC 10+SL+Con bonus, it is paralyzed for 1 round.
Agony Dominion (Dolorkinesis Super, 182 PSPs): For 3 rounds, all hostile creatures in a 60-ft radius have disadvantage on all rolls. Wis save DC 10+SL+Wis bonus negates each round.
Universal Pain (Dolorkinesis Ultra, 44 PSPs): Without save, cause all creatures in a 1-mile radius to suffer wracking pain, making them unable to take actions for 1 round. XR or GR to resist.
Soul Rend (Dolorkinesis Ultra, 167 PSPs): Without save, deal 20d8 psychic dmg to every creature in a 1-mile radius. XR or GR to resist.
Endless Agony (Dolorkinesis Ultra, 289 PSPs): Without save, inflict permanent, incurable pain to all creatures in a 10-mile radius. XR or GR to resist.
Eclipsekinesis - Manipulate Light Dark Balance
Twilight Glimmer (Eclipsekinesis Minor, 2 PSPs): Dim or brighten light in a 10-ft radius for 1 minute. No save.
Shadow Pulse (Eclipsekinesis Minor, 6 PSPs): Momentarily blind a creature within 20 ft. Con save DC 10+SL+Con bonus negates.
Sunless Chill (Eclipsekinesis Minor, 8 PSPs): Drop temperature in a 15-ft radius by 20 F for 1 minute. No save.
Lightbend (Eclipsekinesis Major, 5 PSPs): Bend light to hide an object or creature from sight for 1 round. Dex save DC 10+SL+Dex bonus negates.
Solar Flare (Eclipsekinesis Major, 19 PSPs): Emit a flash of light in a 20-ft radius, blinding creatures for 1 round. Con save DC 10+SL+Con bonus negates.
Moon s Embrace (Eclipsekinesis Major, 38 PSPs): Cloak a 20-ft radius in soothing darkness, granting concealment. No save.
Halflight Zone (Eclipsekinesis Grand, 9 PSPs): Create a 40-ft radius where light and darkness shift unpredictably, imposing disadvantage on ranged attacks. No save.
Umbral Surge (Eclipsekinesis Grand, 52 PSPs): Inflict 6d8 radiant or necrotic dmg (your choice) to one creature. Con save DC 10+SL+Con bonus halves.
Lunar Eclipse (Eclipsekinesis Grand, 94 PSPs): Plunge a 100-ft radius into magical night for 1 hour. No save.
Solar Eclipse (Eclipsekinesis Super, 18 PSPs): Fill a 200-ft radius with unnatural twilight for 3 rounds. No save.
Equinox Blast (Eclipsekinesis Super, 103 PSPs): Release a burst dealing 12d8 radiant and 12d8 necrotic dmg to all creatures in a 40-ft radius. Con save DC 10+SL+Con bonus halves.
Totality Lock (Eclipsekinesis Super, 182 PSPs): Freeze the light cycle in a 1-mile radius for 1 day. No save.
Dark Sun (Eclipsekinesis Ultra, 44 PSPs): Without save, blot out sunlight in a 5-mile radius for a year. XR or GR to resist.
Celestial Silence (Eclipsekinesis Ultra, 167 PSPs): Without save, nullify all light and dark-based magic in a 10-mile radius. XR or GR to resist.
Eventide Annihilation (Eclipsekinesis Ultra, 289 PSPs): Without save, collapse the light-dark balance in a 50-mile radius into pure void. XR or GR to resist.
Electrokinesis - Manipulate Electricity
Static Charge (Electrokinesis Minor, 2 PSPs): Build up static to shock an unattended object or weakly zap a creature on touch (no dmg). No save.
Lightning Snap (Electrokinesis Minor, 5 PSPs): Fire a short-range bolt at one target within 30 ft, dealing 2d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Arc Spark (Electrokinesis Minor, 8 PSPs): Jump an arc of electricity between two adjacent metal objects or creatures. Dex save DC 10+SL+Dex bonus negates.
Conductive Grip (Electrokinesis Major, 5 PSPs): Deal 6d8 lightning dmg to a target and reduce speed to 0 until end of next turn. Con save DC 10+SL+Con bonus halves dmg and negates restraint.
Chain Bolt (Electrokinesis Major, 21 PSPs): Strike up to 3 creatures within 30 ft of each other, each taking 4d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Thunder Burst (Electrokinesis Major, 36 PSPs): Discharge in a 20‑ft radius, dealing 8d6 lightning dmg and deafening targets for 1 rd. Con save DC 10+SL+Con bonus halves.
Lightning Bind (Electrokinesis Grand, 10 PSPs): Trap a target in a web of lightning for 3 rds, dealing 3d8 dmg per rd. Con save DC 10+SL+Con bonus halves dmg and negates restraint.
Ball Lightning (Electrokinesis Grand, 52 PSPs): Launch a sphere of lightning that explodes for 6d8 lightning dmg in a 10‑ft radius. Dex save DC 10+SL+Dex bonus halves.
Storm Field (Electrokinesis Grand, 88 PSPs): Blanket a 40‑ft radius in random lightning strikes, dealing 10d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Lightning Prison (Electrokinesis Super, 18 PSPs): Encage all creatures in a 60‑ft radius within walls of electricity for 3 rds. Dex save DC 10+SL+Dex bonus negates.
Heaven s Lance (Electrokinesis Super, 104 PSPs): Call a massive lightning bolt from the sky onto a single target for 15d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Tempest Storm (Electrokinesis Super, 181 PSPs): Create a massive thunderstorm over a 60‑ft radius for 3 rds, each rd dealing 10d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Planetary Discharge (Electrokinesis Ultra, 44 PSPs): Without save, unleash a lightning surge across a 1‑mile radius. XR or GR to resist.
Skyfire Deluge (Electrokinesis Ultra, 165 PSPs): Without save, summon thousands of lightning bolts over a 1‑mile radius. XR or GR to resist.
Electrosphere Collapse (Electrokinesis Ultra, 282 PSPs): Without save, drain or overload all electrical activity in a 10‑mile radius, destroying all life and machines. XR or GR to resist.
Electromagnetokinesis - Manipulate Electromagnetism
Magnet Pulse (Electromagnetokinesis Minor, 2 PSPs): Attract or repel a small metallic object within 10 ft. No save.
Magnetic Shot (Electromagnetokinesis Minor, 6 PSPs): Fire a magnetized projectile at a target, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Compass Disrupt (Electromagnetokinesis Minor, 8 PSPs): Scramble magnetic navigation in a 20‑ft radius for 1 rd. No save.
Magnetic Bind (Electromagnetokinesis Major, 5 PSPs): Lock a creature in place using magnetic force for 3 rds. Str save DC 10+SL+Str bonus negates.
Gauss Lance (Electromagnetokinesis Major, 20 PSPs): Hurl a projectile at extreme speed via magnetic force, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Magnetic Burst (Electromagnetokinesis Major, 38 PSPs): Push or pull all metallic objects in a 20‑ft radius violently, dealing 8d6 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Magnetic Cage (Electromagnetokinesis Grand, 9 PSPs): Trap a creature in polarized magnetic fields for 3 rds. Str save DC 10+SL+Str bonus negates.
Magnetic Crush (Electromagnetokinesis Grand, 53 PSPs): Slam metal objects into a target with magnetic force, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Magnetic Storm (Electromagnetokinesis Grand, 91 PSPs): Create a 40‑ft radius magnetic upheaval, dealing 10d8 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Field Lock (Electromagnetokinesis Super, 19 PSPs): Freeze all magnetic movement in a 60‑ft radius for 1 rd. No save.
Gauss Judgment (Electromagnetokinesis Super, 104 PSPs): Fire a massive hyper‑velocity slug at a target, dealing 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Magnet Tempest (Electromagnetokinesis Super, 181 PSPs): Saturate a 60‑ft radius with electromagnetic force for 3 rds, each dealing 10d8 mixed dmg. Con save DC 10+SL+Con bonus halves.
Magnetic Extinction (Electromagnetokinesis Ultra, 43 PSPs): Without save, disable all magnetic fields in a 1‑mile radius. XR or GR to resist.
Planetary Magnet (Electromagnetokinesis Ultra, 165 PSPs): Without save, polarize a 1‑mile radius to attract or repel all metal violently. XR or GR to resist.
Magnetic Apocalypse (Electromagnetokinesis Ultra, 283 PSPs): Without save, cause global magnetic inversion in a 10‑mile radius. XR or GR to resist.
Elementumkinesis - Manipulate Elemental Forces
Elemental Flicker (Elementumkinesis Minor, 2 PSPs): Create a harmless burst of fire, water, air, or earth in your palm. No save.
Element Shot (Elementumkinesis Minor, 6 PSPs): Fire a small projectile of elemental energy (choose type), dealing 2d8 dmg of that type. Dex save DC 10+SL+Dex bonus halves.
Micro Surge (Elementumkinesis Minor, 9 PSPs): Cause a 5‑ft patch of elemental disturbance (tiny quake, spark, splash, gust). No save.
Elemental Bind (Elementumkinesis Major, 6 PSPs): Restrain a creature with animated elemental energy for 3 rds. Str save DC 10+SL+Str bonus negates.
Element Lance (Elementumkinesis Major, 21 PSPs): Strike a target with a spear of chosen element, dealing 6d8 dmg of that type. Dex save DC 10+SL+Dex bonus halves.
Element Storm (Elementumkinesis Major, 39 PSPs): Blast a 20‑ft radius with swirling elemental forces, dealing 8d6 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Primal Cage (Elementumkinesis Grand, 9 PSPs): Trap a creature in a sphere of mixed elements for 3 rds. Str save DC 10+SL+Str bonus negates.
Elemental Burst (Elementumkinesis Grand, 53 PSPs): Unleash a surge of elemental energy at a target, dealing 6d8 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Elementquake (Elementumkinesis Grand, 90 PSPs): Cause elemental upheaval in a 40‑ft radius, dealing 10d8 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Element Lock (Elementumkinesis Super, 19 PSPs): Halt all elemental activity in a 60‑ft radius for 1 rd. No save.
Elemental Judgment (Elementumkinesis Super, 104 PSPs): Smite a target with combined elemental wrath, dealing 15d8 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Primal Maelstrom (Elementumkinesis Super, 180 PSPs): Swirl a 60‑ft radius in destructive elemental currents for 3 rds, each dealing 10d8 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Element Extinction (Elementumkinesis Ultra, 44 PSPs): Without save, erase all elemental presence in a 1‑mile radius. XR or GR to resist.
Elemental Cataclysm (Elementumkinesis Ultra, 167 PSPs): Without save, unleash destructive elemental fury on a 1‑mile radius. XR or GR to resist.
Primal Apocalypse (Elementumkinesis Ultra, 286 PSPs): Without save, warp elemental forces to destroy a 10‑mile radius. XR or GR to resist.
Ergokinesis - Manipulate Energy
Energy Flicker (Ergokinesis Minor, 2 PSPs): Produce a harmless flash of kinetic or radiant energy. No save.
Energy Bolt (Ergokinesis Minor, 6 PSPs): Fire a small energy projectile at a target, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Micro Flare (Ergokinesis Minor, 9 PSPs): Emit a quick burst of light and heat in a 5‑ft radius. No save.
Energy Bind (Ergokinesis Major, 6 PSPs): Lock a creature in bands of raw energy for 3 rds. Str save DC 10+SL+Str bonus negates.
Energy Lance (Ergokinesis Major, 20 PSPs): Fire a beam of condensed energy at a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Energy Burst (Ergokinesis Major, 37 PSPs): Detonate a 20‑ft radius with raw power, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Energy Cage (Ergokinesis Grand, 10 PSPs): Trap a creature in a field of pure energy for 3 rds. Str save DC 10+SL+Str bonus negates.
Energy Crush (Ergokinesis Grand, 54 PSPs): Collapse an energy field onto a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Energy Tempest (Ergokinesis Grand, 90 PSPs): Fill a 40‑ft radius with unstable power, dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Energy Lock (Ergokinesis Super, 20 PSPs): Suspend all energy movement in a 60‑ft radius for 1 rd. No save.
Energy Judgment (Ergokinesis Super, 103 PSPs): Unleash a concentrated blast of raw power at a target, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Energy Maelstrom (Ergokinesis Super, 182 PSPs): Flood a 60‑ft radius with violent power for 3 rds, each dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Energy Extinction (Ergokinesis Ultra, 42 PSPs): Without save, snuff out all energy sources in a 1‑mile radius. XR or GR to resist.
Energy Cataclysm (Ergokinesis Ultra, 164 PSPs): Without save, unleash destructive energy waves over a 1‑mile radius. XR or GR to resist.
Energy Apocalypse (Ergokinesis Ultra, 285 PSPs): Without save, annihilate all energy patterns in a 10‑mile radius. XR or GR to resist.
Essokinesis - Manipulate Reality
Reality Flicker (Essokinesis Minor, 2 PSPs): Momentarily distort the appearance of an object. No save.
Paradox Bolt (Essokinesis Minor, 6 PSPs): Fire a small anomaly at a target, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Spatial Bend (Essokinesis Minor, 9 PSPs): Shift the location of an object within 5 ft. No save.
Reality Bind (Essokinesis Major, 5 PSPs): Lock a creature in a localized pocket of altered physics for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Impossible Lance (Essokinesis Major, 20 PSPs): Manifest a weapon that defies geometry, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Reality Storm (Essokinesis Major, 38 PSPs): Twist a 20‑ft radius into chaos, dealing 8d6 force dmg. Con save DC 10+SL+Con bonus halves.
Dimension Cage (Essokinesis Grand, 10 PSPs): Trap a creature in an impossible 3D loop for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Paradox Crush (Essokinesis Grand, 54 PSPs): Collapse spatial reality on a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Lawbreaker Tempest (Essokinesis Grand, 94 PSPs): Rewrite physics in a 40‑ft radius, dealing 10d8 mixed dmg. Con save DC 10+SL+Con bonus halves.
Logic Lock (Essokinesis Super, 18 PSPs): Halt all reality changes in a 60‑ft radius for 1 rd. No save.
Lawshatter Strike (Essokinesis Super, 103 PSPs): Smash a target with impossible momentum, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Chaos Maelstrom (Essokinesis Super, 180 PSPs): Sustain impossible spatial warping in a 60‑ft radius for 3 rds, each dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Absolute Unmake (Essokinesis Ultra, 43 PSPs): Without save, erase all matter and laws in a 1‑mile radius. XR or GR to resist.
Reality Collapse (Essokinesis Ultra, 167 PSPs): Without save, warp reality beyond repair in a 1‑mile radius. XR or GR to resist.
Cosmic Paradox (Essokinesis Ultra, 285 PSPs): Without save, unravel the reality fabric of a 10‑mile radius. XR or GR to resist.
Etherkinesis - Manipulate Aether
Aether Spark (Etherkinesis Minor, 2 PSPs): Manifest a harmless mote of glowing aether. No save.
Aether Bolt (Etherkinesis Minor, 6 PSPs): Fire a dart of condensed aether at a target, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Veil Shift (Etherkinesis Minor, 9 PSPs): Blur the edge between the material and ethereal planes in a 5‑ft space. No save.
Aether Bind (Etherkinesis Major, 5 PSPs): Restrain a creature with ethereal strands for 3 rds. Str save DC 10+SL+Str bonus negates.
Astral Lance (Etherkinesis Major, 21 PSPs): Launch a piercing beam of aether at a target, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Aether Burst (Etherkinesis Major, 39 PSPs): Fill a 20‑ft radius with swirling aether, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Aether Prison (Etherkinesis Grand, 9 PSPs): Trap a creature between planes for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Ethereal Crush (Etherkinesis Grand, 54 PSPs): Slam planar energy into a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Veil Maelstrom (Etherkinesis Grand, 90 PSPs): Create a 40‑ft radius planar storm, dealing 10d8 mixed dmg. Con save DC 10+SL+Con bonus halves.
Phase Lock (Etherkinesis Super, 20 PSPs): Freeze all planar activity in a 60‑ft radius for 1 rd. No save.
Aether Judgment (Etherkinesis Super, 104 PSPs): Strike a target with concentrated aether, dealing 15d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Astral Tempest (Etherkinesis Super, 182 PSPs): Saturate a 60‑ft radius with planar storms for 3 rds, each dealing 10d8 mixed dmg. Con save DC 10+SL+Con bonus halves.
Veil Extinction (Etherkinesis Ultra, 44 PSPs): Without save, collapse all planar boundaries in a 1‑mile radius. XR or GR to resist.
Astral Collapse (Etherkinesis Ultra, 166 PSPs): Without save, fold the ethereal plane into the material in a 1‑mile radius. XR or GR to resist.
Planar Apocalypse (Etherkinesis Ultra, 284 PSPs): Without save, shatter all planar barriers in a 10‑mile radius. XR or GR to resist.
Ferrikinesis - Manipulate Iron
Rust Flicker (Ferrikinesis Minor, 2 PSPs): Cause a small iron object to slightly rust or polish instantly. No save.
Iron Dart (Ferrikinesis Minor, 6 PSPs): Launch a small sharpened iron spike at a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Magnetic Pull (Ferrikinesis Minor, 9 PSPs): Tug a loose iron object within 10 ft toward you. No save.
Iron Bind (Ferrikinesis Major, 6 PSPs): Restrain a creature with iron bands for 3 rds. Str save DC 10+SL+Str bonus negates.
Iron Lance (Ferrikinesis Major, 20 PSPs): Fire a heavy iron spear at a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Storm (Ferrikinesis Major, 38 PSPs): Hurl shrapnel in a 20‑ft radius, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Cage (Ferrikinesis Grand, 9 PSPs): Trap a creature in thick iron bars for 3 rds. Str save DC 10+SL+Str bonus negates.
Iron Crush (Ferrikinesis Grand, 54 PSPs): Slam an iron block onto a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Tempest (Ferrikinesis Grand, 93 PSPs): Fill a 40‑ft radius with slicing iron fragments, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Lock (Ferrikinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius with dense iron restraints for 1 rd. Str save DC 10+SL+Str bonus negates.
Iron Judgment (Ferrikinesis Super, 102 PSPs): Drop a massive forged iron weapon onto a target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Maelstrom (Ferrikinesis Super, 179 PSPs): Saturate a 60‑ft radius with razor‑sharp iron shards for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Extinction (Ferrikinesis Ultra, 44 PSPs): Without save, corrode or obliterate all iron in a 1‑mile radius. XR or GR to resist.
Planetary Ironfall (Ferrikinesis Ultra, 165 PSPs): Without save, rain molten iron over a 1‑mile radius. XR or GR to resist.
Iron Apocalypse (Ferrikinesis Ultra, 284 PSPs): Without save, crush a 10‑mile radius under a deluge of iron. XR or GR to resist.
Ferrokinesis - Manipulate Metal
Metal Shift (Ferrokinesis Minor, 2 PSPs): Slightly reshape a metal object within 10 ft. No save.
Iron Shard (Ferrokinesis Minor, 6 PSPs): Launch a shard of metal at a target within 30 ft, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Rust Touch (Ferrokinesis Minor, 9 PSPs): Instantly corrode a small metal object. No save.
Iron Bind (Ferrokinesis Major, 6 PSPs): Restrain a creature with metal bands for 3 rds. Str save DC 10+SL+Str bonus negates.
Steel Lance (Ferrokinesis Major, 20 PSPs): Fire a sharpened steel rod at a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Metal Storm (Ferrokinesis Major, 39 PSPs): Fill a 20‑ft radius with spinning shards of metal, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Cage (Ferrokinesis Grand, 9 PSPs): Trap a creature in a reinforced metal prison for 3 rds. Str save DC 10+SL+Str bonus negates.
Steel Crush (Ferrokinesis Grand, 54 PSPs): Drop a massive slab of metal on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Metal Tempest (Ferrokinesis Grand, 91 PSPs): Hurl metal debris through a 40‑ft radius, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Lock (Ferrokinesis Super, 19 PSPs): Immobilize all creatures in a 60‑ft radius with magnetic metal bonds for 1 rd. Str save DC 10+SL+Str bonus negates.
Steel Judgment (Ferrokinesis Super, 104 PSPs): Crush a target with a giant metal construct, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Maelstrom (Ferrokinesis Super, 183 PSPs): Fill a 60‑ft radius with razor‑edged spinning metal for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Extinction (Ferrokinesis Ultra, 43 PSPs): Without save, disintegrate all metal in a 1‑mile radius. XR or GR to resist.
Planetary Iron (Ferrokinesis Ultra, 162 PSPs): Without save, transmute all metal in a 1‑mile radius into a chosen type. XR or GR to resist.
Metal Apocalypse (Ferrokinesis Ultra, 286 PSPs): Without save, rain molten metal over a 10‑mile radius. XR or GR to resist.
Figurakinesis - Manipulate Shape
Shape Shift (Figurakinesis Minor, 2 PSPs): Alter the shape of a small nonliving object instantly. No save.
Form Spike (Figurakinesis Minor, 5 PSPs): Reshape an object into a spike and launch it, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Pattern Warp (Figurakinesis Minor, 9 PSPs): Change the geometric form of an object to confuse viewers. Wis save DC 10+SL+Wis bonus negates.
Morph Bind (Figurakinesis Major, 6 PSPs): Alter a creature s armor or clothing into a restraining shape for 3 rds. Str save DC 10+SL+Str bonus negates.
Shape Lance (Figurakinesis Major, 20 PSPs): Create a shape‑hardened projectile to strike a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Form Storm (Figurakinesis Major, 38 PSPs): Alter objects in a 20‑ft radius into jagged weapons, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Shape Prison (Figurakinesis Grand, 9 PSPs): Warp the environment into an inescapable cage for 3 rds. Str save DC 10+SL+Str bonus negates.
Form Crush (Figurakinesis Grand, 54 PSPs): Reshape nearby material into a crushing mass, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Morphquake (Figurakinesis Grand, 92 PSPs): Rapidly shift terrain in a 40‑ft radius, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Shape Lock (Figurakinesis Super, 19 PSPs): Freeze all mutable forms in a 60‑ft radius for 1 rd. No save.
Form Judgment (Figurakinesis Super, 104 PSPs): Strike a target with a weapon made from warped reality, dealing 15d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Shapeshift Tempest (Figurakinesis Super, 181 PSPs): Continuously reshape a 60‑ft radius for 3 rds, each dealing 10d8 mixed dmg. Dex save DC 10+SL+Dex bonus halves.
Shape Extinction (Figurakinesis Ultra, 43 PSPs): Without save, erase all stable forms in a 1‑mile radius. XR or GR to resist.
Morph Collapse (Figurakinesis Ultra, 163 PSPs): Without save, distort the geometry of a 1‑mile radius into chaos. XR or GR to resist.
Form Apocalypse (Figurakinesis Ultra, 283 PSPs): Without save, shatter all shapes in a 10‑mile radius into raw matter. XR or GR to resist.
Filukinesis - Manipulate Thread
Thread Pull (Filukinesis Minor, 2 PSPs): Tug or realign a single thread or fiber within 10 ft. No save.
Needle Shot (Filukinesis Minor, 6 PSPs): Fire a thread‑guided needle at a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Snare Stitch (Filukinesis Minor, 8 PSPs): Tangle a creature s clothing or gear to halve movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Thread Bind (Filukinesis Major, 5 PSPs): Restrain a creature with animated thread for 3 rds. Str save DC 10+SL+Str bonus negates.
Spool Lance (Filukinesis Major, 20 PSPs): Launch a tightly wound spool of thread at a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Threadstorm (Filukinesis Major, 37 PSPs): Fill a 20‑ft radius with cutting thread, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Web Cocoon (Filukinesis Grand, 9 PSPs): Wrap a creature in dense thread layers for 3 rds. Str save DC 10+SL+Str bonus negates.
Needle Rain (Filukinesis Grand, 52 PSPs): Hurl dozens of needle‑thread projectiles at a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Threadquake (Filukinesis Grand, 91 PSPs): Cause threads in a 40‑ft radius to pull tight violently, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Spindle Lock (Filukinesis Super, 19 PSPs): Immobilize all creatures in a 60‑ft radius in spindles of thread for 1 rd. Str save DC 10+SL+Str bonus negates.
Weave Judgment (Filukinesis Super, 104 PSPs): Strike a target with a whip of razor‑sharp thread, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Thread Tempest (Filukinesis Super, 182 PSPs): Fill a 60‑ft radius with cutting threads for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Thread Extinction (Filukinesis Ultra, 42 PSPs): Without save, sever all woven materials in a 1‑mile radius. XR or GR to resist.
Spindle Collapse (Filukinesis Ultra, 166 PSPs): Without save, crush a 1‑mile radius with thread constructs. XR or GR to resist.
Loom Apocalypse (Filukinesis Ultra, 285 PSPs): Without save, weave an inescapable prison over a 10‑mile radius. XR or GR to resist.
Flora Ergokinesis - Manipulate Flora Energy
Verdant Flicker (Flora Ergokinesis Minor, 2 PSPs): Create a harmless glow of green life energy. No save.
Life Bolt (Flora Ergokinesis Minor, 6 PSPs): Fire a small bolt of plant energy at a target, dealing 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Growth Pulse (Flora Ergokinesis Minor, 9 PSPs): Cause plants in a 5‑ft radius to grow rapidly for 1 rd. No save.
Growth Bind (Flora Ergokinesis Major, 6 PSPs): Harness plant energy to hold a creature in place for 3 rds. Str save DC 10+SL+Str bonus negates.
Energy Lance (Flora Ergokinesis Major, 20 PSPs): Launch a focused beam of flora power at a target, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Verdant Burst (Flora Ergokinesis Major, 39 PSPs): Flood a 20‑ft radius with flora energy, dealing 8d6 radiant dmg. Con save DC 10+SL+Con bonus halves.
Life Cage (Flora Ergokinesis Grand, 10 PSPs): Trap a creature in glowing plant energy for 3 rds. Str save DC 10+SL+Str bonus negates.
Photosurge (Flora Ergokinesis Grand, 54 PSPs): Infuse a target with overgrowth energy, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Bloomquake (Flora Ergokinesis Grand, 93 PSPs): Cause energy‑driven plant growth to rupture a 40‑ft radius, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Root Lock (Flora Ergokinesis Super, 19 PSPs): Immobilize all creatures in a 60‑ft radius with energy‑grown roots for 1 rd. Str save DC 10+SL+Str bonus negates.
Energy Bloom Judgment (Flora Ergokinesis Super, 103 PSPs): Smite a target with concentrated plant energy, dealing 15d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Verdant Tempest (Flora Ergokinesis Super, 180 PSPs): Maintain a 60‑ft radius storm of flora energy for 3 rds, each dealing 10d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Worldroot Extinction (Flora Ergokinesis Ultra, 44 PSPs): Without save, overgrow a 1‑mile radius with supernatural plant energy. XR or GR to resist.
Energy Bloom Cataclysm (Flora Ergokinesis Ultra, 164 PSPs): Without save, detonate flora energy across a 1‑mile radius. XR or GR to resist.
Verdant Apocalypse (Flora Ergokinesis Ultra, 284 PSPs): Without save, engulf a 10‑mile radius in life‑overwhelming flora power. XR or GR to resist.
Florakinesis - Manipulate Flowers
Bloom Touch (Florakinesis Minor, 2 PSPs): Cause a flower within 10 ft to bloom instantly. No save.
Petal Slash (Florakinesis Minor, 6 PSPs): Send razor‑sharp petals at a target, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Pollen Veil (Florakinesis Minor, 9 PSPs): Create a 10‑ft radius of pollen, lightly obscuring vision. Con save DC 10+SL+Con bonus or sneeze and lose reaction.
Vine Bind (Florakinesis Major, 6 PSPs): Grow flowered vines to restrain a creature for 3 rds. Str save DC 10+SL+Str bonus negates.
Thorned Bloom (Florakinesis Major, 20 PSPs): Launch a thorny blossom at a target for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Petal Storm (Florakinesis Major, 37 PSPs): Fill a 20‑ft radius with cutting petals, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Blossom Cage (Florakinesis Grand, 9 PSPs): Encase a creature in a shell of flowering vines for 3 rds. Str save DC 10+SL+Str bonus negates.
Rose Lance (Florakinesis Grand, 53 PSPs): Fire a hardened rose stem like a spear, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Garden Maelstrom (Florakinesis Grand, 92 PSPs): Cause an eruption of flowers and vines in a 40‑ft radius, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Floral Lock (Florakinesis Super, 18 PSPs): Immobilize all creatures in a 60‑ft radius with flowering vines for 1 rd. Str save DC 10+SL+Str bonus negates.
Thorn Judgment (Florakinesis Super, 102 PSPs): Summon a massive thorned bloom to crush a target, dealing 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Bloom Tempest (Florakinesis Super, 181 PSPs): Overrun a 60‑ft radius with explosive blooms for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Floral Extinction (Florakinesis Ultra, 42 PSPs): Without save, overgrow a 1‑mile radius entirely with flowers. XR or GR to resist.
Thorn World (Florakinesis Ultra, 166 PSPs): Without save, cover a 1‑mile radius in razor‑thorn plants. XR or GR to resist.
Garden Apocalypse (Florakinesis Ultra, 285 PSPs): Without save, smother a 10‑mile radius in lethal flowering overgrowth. XR or GR to resist.
Flyrokinesis - Manipulate Force Fields
Shield Flicker (Flyrokinesis Minor, 2 PSPs): Manifest a small, harmless disc of force. No save.
Force Dart (Flyrokinesis Minor, 6 PSPs): Fire a dart of solid force at a target, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Barrier Patch (Flyrokinesis Minor, 9 PSPs): Create a 5‑ft patch of force that blocks small projectiles for 1 rd. No save.
Force Bind (Flyrokinesis Major, 6 PSPs): Trap a creature in a localized force field for 3 rds. Str save DC 10+SL+Str bonus negates.
Force Lance (Flyrokinesis Major, 21 PSPs): Launch a piercing beam of force at a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Barrier Storm (Flyrokinesis Major, 37 PSPs): Erect multiple force panels in a 20‑ft radius, dealing 8d6 force dmg to intruders. Dex save DC 10+SL+Dex bonus halves.
Dome Prison (Flyrokinesis Grand, 10 PSPs): Encapsulate a creature in a sphere of force for 3 rds. Str save DC 10+SL+Str bonus negates.
Force Crush (Flyrokinesis Grand, 54 PSPs): Collapse a force field on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Barrier Quake (Flyrokinesis Grand, 90 PSPs): Generate a 40‑ft radius force pulse, dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Field Lock (Flyrokinesis Super, 19 PSPs): Suspend all matter in a 60‑ft radius in static force for 1 rd. No save.
Force Judgment (Flyrokinesis Super, 102 PSPs): Hammer a target with condensed force, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Barrier Tempest (Flyrokinesis Super, 183 PSPs): Maintain shifting force walls in a 60‑ft radius for 3 rds, each dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Force Extinction (Flyrokinesis Ultra, 42 PSPs): Without save, erect an impenetrable barrier around a 1‑mile radius. XR or GR to resist.
Force Worldfall (Flyrokinesis Ultra, 165 PSPs): Without save, crush a 1‑mile radius with collapsing force fields. XR or GR to resist.
Barrier Apocalypse (Flyrokinesis Ultra, 286 PSPs): Without save, trap a 10‑mile radius in unbreakable force. XR or GR to resist.
Frigokinesis - Manipulate Snow
Snow Touch (Frigokinesis Minor, 2 PSPs): Instantly coat a small object in a dusting of snow. No save.
Snowball Strike (Frigokinesis Minor, 6 PSPs): Hurl a packed snowball at a target, dealing 2d8 bludgeoning/cold dmg. Dex save DC 10+SL+Dex bonus halves.
Flurry Veil (Frigokinesis Minor, 9 PSPs): Create a 10‑ft radius of swirling snow, lightly obscuring vision. No save.
Frost Bind (Frigokinesis Major, 6 PSPs): Encapsulate a creature s feet in compact snow for 3 rds. Str save DC 10+SL+Str bonus negates.
Icicle Lance (Frigokinesis Major, 20 PSPs): Fire a long, razor‑sharp icicle at a target, dealing 6d8 piercing/cold dmg. Dex save DC 10+SL+Dex bonus halves.
Blizzard Burst (Frigokinesis Major, 39 PSPs): Fill a 20‑ft radius with heavy snow, dealing 8d6 cold dmg. Con save DC 10+SL+Con bonus halves.
Snow Prison (Frigokinesis Grand, 9 PSPs): Trap a creature in a dense block of snow for 3 rds. Str save DC 10+SL+Str bonus negates.
Hail Crush (Frigokinesis Grand, 54 PSPs): Drop massive hailstones onto a target, dealing 6d8 bludgeoning/cold dmg. Dex save DC 10+SL+Dex bonus halves.
Whiteout Maelstrom (Frigokinesis Grand, 92 PSPs): Cause a blinding snowstorm in a 40‑ft radius, dealing 10d8 cold dmg. Con save DC 10+SL+Con bonus halves.
Hail Lock (Frigokinesis Super, 19 PSPs): Immobilize all creatures in a 60‑ft radius under compacted snow for 1 rd. Str save DC 10+SL+Str bonus negates.
Avalanche Judgment (Frigokinesis Super, 104 PSPs): Drop an avalanche onto a target, dealing 15d8 bludgeoning/cold dmg. Dex save DC 10+SL+Dex bonus halves.
Snowstorm Tempest (Frigokinesis Super, 182 PSPs): Sustain a blizzard in a 60‑ft radius for 3 rds, each dealing 10d8 cold dmg. Con save DC 10+SL+Con bonus halves.
Icefield Extinction (Frigokinesis Ultra, 43 PSPs): Without save, cover a 1‑mile radius in deep snow and ice. XR or GR to resist.
Polar Cataclysm (Frigokinesis Ultra, 167 PSPs): Without save, bury a 1‑mile radius in perpetual winter. XR or GR to resist.
Winter Apocalypse (Frigokinesis Ultra, 286 PSPs): Without save, smother a 10‑mile radius in lethal cold and snow. XR or GR to resist.
Fulgurkinesis Manipulating Natural Plasma
Static Touch (Fulgurkinesis Minor, 2 PSPs): Deliver a mild electric shock to a creature you touch. No save.
Spark Jump (Fulgurkinesis Minor, 6 PSPs): Leap a spark between two creatures within 10 ft, dealing 1d8 lightning damage. Dex save DC 10+SL+Dex bonus halves.
Charge Burst (Fulgurkinesis Minor, 8 PSPs): Create a small electric pulse in a 5-ft radius. Con save DC 10+SL+Con bonus halves.
Lightning Lash (Fulgurkinesis Major, 5 PSPs): Strike one creature within 30 ft for 4d8 lightning damage. Dex save DC 10+SL+Dex bonus halves.
Electro Net (Fulgurkinesis Major, 19 PSPs): Trap a creature in a net of electricity for 1 round. Dex save DC 10+SL+Dex bonus negates.
Arc Surge (Fulgurkinesis Major, 38 PSPs): Deal 6d8 lightning dmg in a 20-ft line. Dex save DC 10+SL+Dex bonus halves.
Storm Step (Fulgurkinesis Grand, 9 PSPs): Teleport up to 30 ft in a flash of lightning. No save.
Plasma Bolt (Fulgurkinesis Grand, 52 PSPs): Fire a superheated bolt dealing 8d8 lightning damage. Con save DC 10+SL+Con bonus halves.
Overload Zone (Fulgurkinesis Grand, 94 PSPs): Cause all metal in a 40-ft radius to heat and spark, dealing 6d8 lightning dmg to creatures wearing metal armor. Con save DC 10+SL+Con bonus halves.
Thunder Chain (Fulgurkinesis Super, 18 PSPs): Chain lightning to up to 3 targets, each taking 8d8 lightning damage. Dex save DC 10+SL+Dex bonus halves.
Plasma Lance (Fulgurkinesis Super, 103 PSPs): Fire a concentrated lance dealing 15d8 lightning damage. Con save DC 10+SL+Con bonus halves.
Storm Nova (Fulgurkinesis Super, 182 PSPs): Unleash a 60-ft radius electric storm dealing 10d8 lightning dmg for 3 rounds. Con save DC 10+SL+Con bonus halves.
Perfect Storm (Fulgurkinesis Ultra, 44 PSPs): Without save, maintain a permanent lightning storm over a 1-mile radius. XR or GR to resist.
World Arc (Fulgurkinesis Ultra, 167 PSPs): Without save, strike all creatures in a 5-mile radius with 20d8 lightning damage. XR or GR to resist.
Plasma Extinction (Fulgurkinesis Ultra, 289 PSPs): Without save, incinerate all conductive material in a 10-mile radius. XR or GR to resist.
Fungokinesis - Manipulate Fungi
Spore Flicker (Fungokinesis Minor, 2 PSPs): Emit a small puff of harmless spores. No save.
Spore Dart (Fungokinesis Minor, 6 PSPs): Launch a toxic spore at a target, dealing 2d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Mycelial Veil (Fungokinesis Minor, 9 PSPs): Create a 10‑ft radius of spores, lightly obscuring vision. No save.
Fungal Bind (Fungokinesis Major, 5 PSPs): Ensnare a creature in rapidly growing mushrooms for 3 rds. Str save DC 10+SL+Str bonus negates.
Spore Lance (Fungokinesis Major, 20 PSPs): Launch a hardened fungal stalk at a target, dealing 6d8 piercing/poison dmg. Dex save DC 10+SL+Dex bonus halves.
Sporeburst (Fungokinesis Major, 38 PSPs): Detonate spores in a 20‑ft radius, dealing 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Mushroom Prison (Fungokinesis Grand, 10 PSPs): Trap a creature in hardened fungal growth for 3 rds. Str save DC 10+SL+Str bonus negates.
Mycelial Crush (Fungokinesis Grand, 53 PSPs): Drop a massive fungal mass onto a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Spore Maelstrom (Fungokinesis Grand, 91 PSPs): Fill a 40‑ft radius with toxic spores, dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Fungal Lock (Fungokinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius in fungal growth for 1 rd. Str save DC 10+SL+Str bonus negates.
Spore Judgment (Fungokinesis Super, 104 PSPs): Unleash a devastating spore cloud on a target, dealing 15d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Mycelial Tempest (Fungokinesis Super, 183 PSPs): Spread spores and fungal growth across a 60‑ft radius for 3 rds, each dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Spore Extinction (Fungokinesis Ultra, 42 PSPs): Without save, overrun a 1‑mile radius with toxic fungi. XR or GR to resist.
Mycelium Reign (Fungokinesis Ultra, 164 PSPs): Without save, bury a 1‑mile radius under mycelial networks. XR or GR to resist.
Mushroom Apocalypse (Fungokinesis Ultra, 284 PSPs): Without save, consume a 10‑mile radius in aggressive fungal overgrowth. XR or GR to resist.
Gastrakinesis - Manipulate Gases
Gas Whiff (Gastrakinesis Minor, 2 PSPs): Create a faint nonlethal scent in a 5-ft radius for 1 minute. No save.
Fog Veil (Gastrakinesis Minor, 6 PSPs): Fill a 10-ft cube with light fog for 1 round. No save.
Irritant Puff (Gastrakinesis Minor, 8 PSPs): Release a puff that forces one creature to cough, losing its reaction. Con save DC 10+SL+Con bonus negates.
Choking Cloud (Gastrakinesis Major, 5 PSPs): Create a 15-ft cube of noxious vapor; creatures inside are poisoned for 1 round. Con save DC 10+SL+Con bonus negates.
Gas Jet (Gastrakinesis Major, 19 PSPs): Blast a line of flammable gas 20 ft long; if ignited, it deals 4d8 fire damage. Dex save DC 10+SL+Dex bonus halves.
Anesthetic Mist (Gastrakinesis Major, 38 PSPs): Put one creature in a 10-ft cube to sleep for 1 round. Con save DC 10+SL+Con bonus negates.
Obscuring Haze (Gastrakinesis Grand, 9 PSPs): Fill a 30-ft radius with thick mist granting total concealment. No save.
Corrosive Vapors (Gastrakinesis Grand, 52 PSPs): Fill a 10-ft cube with acidic gas, dealing 6d8 acid dmg per round. Con save DC 10+SL+Con bonus halves.
Hallucinogenic Fog (Gastrakinesis Grand, 94 PSPs): Fill a 20-ft cube with a mind-altering gas; creatures are confused for 1 round. Wis save DC 10+SL+Wis bonus negates.
Smother Field (Gastrakinesis Super, 18 PSPs): Remove all breathable air in a 20-ft radius for 1 round. Con save DC 10+SL+Con bonus negates.
Firestorm Cloud (Gastrakinesis Super, 103 PSPs): Create an explosive gas cloud in a 30-ft radius that ignites for 10d8 fire damage. Dex save DC 10+SL+Dex bonus halves.
Toxic Tempest (Gastrakinesis Super, 182 PSPs): Blanket a 100-ft radius with lethal gas for 3 rounds. Con save DC 10+SL+Con bonus halves.
Vacuum Seal (Gastrakinesis Ultra, 44 PSPs): Without save, remove all breathable gases in a 1-mile radius for 1 minute. XR or GR to resist.
Planet s Breath (Gastrakinesis Ultra, 167 PSPs): Without save, flood a 5-mile radius with toxic gas. XR or GR to resist.
Atmosphere Rewrite (Gastrakinesis Ultra, 289 PSPs): Without save, permanently alter the air composition in a 10-mile radius. XR or GR to resist.
Genekinesis - Manipulate DNA
Gene Shift (Genekinesis Minor, 2 PSPs): Alter a trivial trait in a creature s DNA temporarily (eye color, hair shade). No save.
Mutation Dart (Genekinesis Minor, 6 PSPs): Inflict a rapid mutation on a target, dealing 2d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Trait Pulse (Genekinesis Minor, 9 PSPs): Briefly enhance or suppress a minor physical trait. No save.
Gene Bind (Genekinesis Major, 6 PSPs): Lock a creature s DNA structure to prevent physical change for 3 rds. Con save DC 10+SL+Con bonus negates.
Mutation Lance (Genekinesis Major, 21 PSPs): Force a painful DNA twist in a target, dealing 6d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Genome Burst (Genekinesis Major, 39 PSPs): Trigger uncontrolled mutations in a 20‑ft radius, dealing 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Genome Prison (Genekinesis Grand, 9 PSPs): Trap a creature in a genetic stasis field for 3 rds. Con save DC 10+SL+Con bonus negates.
Mutation Crush (Genekinesis Grand, 54 PSPs): Overload a target s DNA, dealing 6d8 poison dmg and giving disadvantage on attacks for 1 rd. Con save DC 10+SL+Con bonus halves.
Genetic Maelstrom (Genekinesis Grand, 92 PSPs): Spread mutagenic waves in a 40‑ft radius, dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Genome Lock (Genekinesis Super, 20 PSPs): Suspend all genetic functions in a 60‑ft radius for 1 rd. No save.
Mutation Judgment (Genekinesis Super, 102 PSPs): Inflict catastrophic DNA dmg on a target, dealing 15d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Genetic Tempest (Genekinesis Super, 183 PSPs): Flood a 60‑ft radius with unstable genetic energy for 3 rds, each dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
DNA Extinction (Genekinesis Ultra, 44 PSPs): Without save, collapse the genome of all life in a 1‑mile radius. XR or GR to resist.
Genome Collapse (Genekinesis Ultra, 165 PSPs): Without save, twist the DNA of all life in a 1‑mile radius into unusable forms. XR or GR to resist.
Mutation Apocalypse (Genekinesis Ultra, 285 PSPs): Without save, rewrite the DNA of all organisms in a 10‑mile radius into chaotic monstrosities. XR or GR to resist.
Geokinesis - Manipulate The Earth
Stone Shift (Geokinesis Minor, 2 PSPs): Move a stone or chunk of earth ≤ 20 lbs within 15 ft. No save.
Pebble Bolt (Geokinesis Minor, 5 PSPs): Launch a fist-sized rock at a creature within 30 ft, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Earthen Trip (Geokinesis Minor, 8 PSPs): Raise a small ridge of earth in a 10‑ft square. Dex save DC 10+SL+Dex bonus or fall prone.
Earthen Grip (Geokinesis Major, 6 PSPs): Cause stone hands to grab a creature within 30 ft, restraining it for 3 rds. Str save DC 10+SL+Str bonus negates.
Stone Spike (Geokinesis Major, 18 PSPs): Cause a jagged stone spike to erupt beneath a creature, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Quake Pulse (Geokinesis Major, 42 PSPs): Shake the grd in a 20‑ft radius, dealing 8d6 bludgeoning dmg and knocking creatures prone. Str save DC 10+SL+Str bonus halves dmg but not prone.
Wall of Stone (Geokinesis Grand, 9 PSPs): Raise a 60‑ft long, 10‑ft high, 5‑ft thick wall of stone. No save; can be destroyed.
Boulder Drop (Geokinesis Grand, 55 PSPs): Drop a rock on a target within 60 ft, dealing 6d8 bludgeoning dmg and restraining it. Dex save DC 10+SL+Dex bonus halves dmg and avoids restraint.
Stoneburst (Geokinesis Grand, 89 PSPs): Cause jagged shards to explode from the grd in a 40‑ft radius, dealing 10d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Earthbind Field (Geokinesis Super, 22 PSPs): Weigh down all creatures in a 60‑ft radius, halving movement for 3 rds. Str save DC 10+SL+Str bonus negates.
Tectonic Spike (Geokinesis Super, 109 PSPs): Launch a massive stone column from the grd, impaling one target for 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Quake Storm (Geokinesis Super, 176 PSPs): Continuous grd fracturing in a 60‑ft radius for 3 rds, each rd dealing 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Mountainfall (Geokinesis Ultra, 44 PSPs): Without save, collapse an entire mountain over a 1‑mile radius. XR or GR to resist.
Earthshatter (Geokinesis Ultra, 165 PSPs): Without save, split the grd for miles, swallowing all structures and creatures in a 1‑mile radius. XR or GR to resist.
Continental Break (Geokinesis Ultra, 289 PSPs): Without save, fracture tectonic plates in a 10‑mile radius. XR or GR to resist.
Geo‑Thermokinesis - Manipulate Volcanic Activity
Ember Stone (Geo‑Thermokinesis Minor, 2 PSPs): Heat a stone until it glows faintly. No save.
Lava Pebble (Geo‑Thermokinesis Minor, 6 PSPs): Launch a molten rock at a target, dealing 2d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Magma Patch (Geo‑Thermokinesis Minor, 9 PSPs): Create a 5‑ft square of molten rock for 1 rd, dealing 1d8 fire dmg to creatures entering. Dex save DC 10+SL+Dex bonus halves.
Lava Bind (Geo‑Thermokinesis Major, 6 PSPs): Encircle a creature with flowing lava for 3 rds. Str save DC 10+SL+Str bonus negates.
Magma Lance (Geo‑Thermokinesis Major, 20 PSPs): Fire a spear of molten rock, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Volcanic Burst (Geo‑Thermokinesis Major, 39 PSPs): Erupt a 20‑ft radius in molten rock, dealing 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Magma Prison (Geo‑Thermokinesis Grand, 10 PSPs): Trap a creature in a shell of cooling lava for 3 rds. Str save DC 10+SL+Str bonus negates.
Eruption Crush (Geo‑Thermokinesis Grand, 54 PSPs): Blast a target with high‑pressure lava, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Volcano Maelstrom (Geo‑Thermokinesis Grand, 94 PSPs): Create continuous eruptions in a 40‑ft radius, dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Magma Lock (Geo‑Thermokinesis Super, 20 PSPs): Seal all creatures in a 60‑ft radius in rising magma for 1 rd. Str save DC 10+SL+Str bonus negates.
Volcano Judgment (Geo‑Thermokinesis Super, 104 PSPs): Drop a volcanic bomb on a target, dealing 15d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Eruption Tempest (Geo‑Thermokinesis Super, 183 PSPs): Cause massive lava flows in a 60‑ft radius for 3 rds, each dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Magma Extinction (Geo‑Thermokinesis Ultra, 43 PSPs): Without save, flood a 1‑mile radius with molten rock. XR or GR to resist.
Volcanic Cataclysm (Geo‑Thermokinesis Ultra, 166 PSPs): Without save, trigger a chain of volcanic eruptions in a 1‑mile radius. XR or GR to resist.
Planetary Eruption (Geo‑Thermokinesis Ultra, 284 PSPs): Without save, devastate a 10‑mile radius in volcanic destruction. XR or GR to resist.
Gerontokinesis - Manipulate Organism Age
Age Glimpse (Gerontokinesis Minor, 2 PSPs): Momentarily show a creature what they d look like decades older or younger. No save.
Age Touch (Gerontokinesis Minor, 6 PSPs): Age a small object or creature s feature slightly, dealing 2d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Youth Flicker (Gerontokinesis Minor, 9 PSPs): Momentarily revert an object or creature s appearance to a younger state. No save.
Time Bind (Gerontokinesis Major, 6 PSPs): Lock a creature s body in its current age for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Decay Lance (Gerontokinesis Major, 20 PSPs): Rapidly age a target s tissues, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Temporal Burst (Gerontokinesis Major, 37 PSPs): Accelerate or reverse age in a 20‑ft radius, dealing 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Age Prison (Gerontokinesis Grand, 9 PSPs): Trap a creature in a stasis field where time flows unevenly for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Aging Crush (Gerontokinesis Grand, 54 PSPs): Collapse decades of aging into a single moment, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Agequake (Gerontokinesis Grand, 91 PSPs): Age or rejuvenate everything in a 40‑ft radius, dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Chrono Lock (Gerontokinesis Super, 18 PSPs): Suspend all aging effects in a 60‑ft radius for 1 rd. No save.
Temporal Judgment (Gerontokinesis Super, 102 PSPs): Inflict centuries of aging on a target instantly, dealing 15d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Time Tempest (Gerontokinesis Super, 183 PSPs): Rapidly cycle aging in a 60‑ft radius for 3 rds, each dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Age Extinction (Gerontokinesis Ultra, 42 PSPs): Without save, instantly age all living beings in a 1‑mile radius to dust. XR or GR to resist.
Rejuvenation Cataclysm (Gerontokinesis Ultra, 165 PSPs): Without save, revert all life in a 1‑mile radius to infant stages. XR or GR to resist.
Temporal Apocalypse (Gerontokinesis Ultra, 283 PSPs): Without save, cycle all life in a 10‑mile radius through endless aging and youth until dead. XR or GR to resist.
Glucokinesis - Manipulate Sugar
Sugar Flicker (Glucokinesis Minor, 2 PSPs): Sweeten or remove sweetness from a food or drink instantly. No save.
Sugar Dart (Glucokinesis Minor, 6 PSPs): Fire a hardened sugar crystal at a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Syrup Patch (Glucokinesis Minor, 9 PSPs): Create a sticky 5‑ft square of syrup, halving movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Caramel Bind (Glucokinesis Major, 6 PSPs): Ensnare a creature in thick caramel for 3 rds. Str save DC 10+SL+Str bonus negates.
Sugar Lance (Glucokinesis Major, 20 PSPs): Hurl a spear of crystalized sugar for 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Molasses Burst (Glucokinesis Major, 37 PSPs): Explode a 20‑ft radius with boiling molasses, dealing 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Candy Prison (Glucokinesis Grand, 9 PSPs): Trap a creature in hard candy casing for 3 rds. Str save DC 10+SL+Str bonus negates.
Syrup Crush (Glucokinesis Grand, 54 PSPs): Drop a hardened sugar mass on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Sugarstorm (Glucokinesis Grand, 91 PSPs): Fill a 40‑ft radius with spinning sugar shards, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Candy Lock (Glucokinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius with sugar bindings for 1 rd. Str save DC 10+SL+Str bonus negates.
Sugar Judgment (Glucokinesis Super, 103 PSPs): Crush a target with a massive sugar construct, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Molasses Tempest (Glucokinesis Super, 182 PSPs): Saturate a 60‑ft radius with molten sugar for 3 rds, each dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Sweet Extinction (Glucokinesis Ultra, 43 PSPs): Without save, flood a 1‑mile radius with solid sugar growths. XR or GR to resist.
Candy Cataclysm (Glucokinesis Ultra, 164 PSPs): Without save, rain molten sugar over a 1‑mile radius. XR or GR to resist.
Saccharine Apocalypse (Glucokinesis Ultra, 283 PSPs): Without save, entomb a 10‑mile radius in crystallized sugar. XR or GR to resist.
Gyrokinesis - Manipulate Gravity
Gravity Flicker (Gyrokinesis Minor, 2 PSPs): Slightly increase or decrease gravity in a 5‑ft square for 1 rd. No save.
Gravity Dart (Gyrokinesis Minor, 6 PSPs): Fire a compressed gravity bolt at a target, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Micro Pull (Gyrokinesis Minor, 9 PSPs): Tug a small object up to 10 ft closer. No save.
Gravity Bind (Gyrokinesis Major, 5 PSPs): Pin a creature to the grd with gravity for 3 rds. Str save DC 10+SL+Str bonus negates.
Gravity Lance (Gyrokinesis Major, 20 PSPs): Fire a focused gravity beam, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Gravity Burst (Gyrokinesis Major, 37 PSPs): Create a 20‑ft radius of crushing force, dealing 8d6 force dmg. Con save DC 10+SL+Con bonus halves.
Gravity Cage (Gyrokinesis Grand, 9 PSPs): Trap a creature in a dense gravity well for 3 rds. Str save DC 10+SL+Str bonus negates.
Gravity Crush (Gyrokinesis Grand, 53 PSPs): Slam a target down with extreme gravitational force, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Gravity Maelstrom (Gyrokinesis Grand, 91 PSPs): Collapse gravity inward on a 40‑ft radius, dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Gravity Lock (Gyrokinesis Super, 20 PSPs): Lock all creatures in a 60‑ft radius in a fixed gravity field for 1 rd. Str save DC 10+SL+Str bonus negates.
Gravity Judgment (Gyrokinesis Super, 103 PSPs): Annihilate a target under an immense gravitational spike, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Gravity Tempest (Gyrokinesis Super, 182 PSPs): Maintain shifting gravity in a 60‑ft radius for 3 rds, each dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Gravity Extinction (Gyrokinesis Ultra, 43 PSPs): Without save, crush a 1‑mile radius under extreme gravity. XR or GR to resist.
Zero‑G Cataclysm (Gyrokinesis Ultra, 165 PSPs): Without save, nullify gravity in a 1‑mile radius. XR or GR to resist.
Gravity Apocalypse (Gyrokinesis Ultra, 286 PSPs): Without save, collapse a 10‑mile radius into a singularity. XR or GR to resist.
Haemokinesis - Manipulate Blood
Blood Flicker (Haemokinesis Minor, 2 PSPs): Momentarily change the flow speed of blood in a creature. No save.
Blood Dart (Haemokinesis Minor, 6 PSPs): Launch a hardened clot at a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Bleed Veil (Haemokinesis Minor, 9 PSPs): Cause a creature to bleed lightly, imposing disadvantage on their next attack. Con save DC 10+SL+Con bonus negates.
Blood Bind (Haemokinesis Major, 6 PSPs): Restrain a creature with tendrils of its own blood for 3 rds. Con save DC 10+SL+Con bonus negates.
Sanguine Lance (Haemokinesis Major, 20 PSPs): Fire a spear of hardened blood, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Blood Burst (Haemokinesis Major, 37 PSPs): Cause nearby creatures blood to surge painfully, dealing 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Blood Prison (Haemokinesis Grand, 9 PSPs): Trap a creature in a cocoon of coagulated blood for 3 rds. Con save DC 10+SL+Con bonus negates.
Blood Crush (Haemokinesis Grand, 54 PSPs): Collapse the blood vessels in a target, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Crimson Maelstrom (Haemokinesis Grand, 92 PSPs): Fill a 40‑ft radius with boiling blood, dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Sanguine Lock (Haemokinesis Super, 19 PSPs): Freeze all blood flow in a 60‑ft radius for 1 rd. Con save DC 10+SL+Con bonus negates.
Blood Judgment (Haemokinesis Super, 102 PSPs): Tear blood from a target s body, dealing 15d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Crimson Tempest (Haemokinesis Super, 183 PSPs): Maintain boiling blood in a 60‑ft radius for 3 rds, each dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Hemoclash Extinction (Haemokinesis Ultra, 42 PSPs): Without save, boil the blood of all living beings in a 1‑mile radius. XR or GR to resist.
Blood Flood Cataclysm (Haemokinesis Ultra, 164 PSPs): Without save, burst the veins of all creatures in a 1‑mile radius. XR or GR to resist.
Crimson Apocalypse (Haemokinesis Ultra, 284 PSPs): Without save, drain all blood from a 10‑mile radius into a massive sphere. XR or GR to resist.
Hakai‑Ergokinesis - Manipulate Destructive Energy
Destruction Flicker (Hakai‑Ergokinesis Minor, 2 PSPs): Cause a harmless flicker of unstable destructive energy. No save.
Annihilation Dart (Hakai‑Ergokinesis Minor, 6 PSPs): Fire a small destructive bolt at a target, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Erode Patch (Hakai‑Ergokinesis Minor, 9 PSPs): Create a 5‑ft square that erodes non‑living matter over 1 rd. No save.
Collapse Bind (Hakai‑Ergokinesis Major, 6 PSPs): Envelop a creature in a destructive energy field for 3 rds. Str save DC 10+SL+Str bonus negates.
Obliteration Lance (Hakai‑Ergokinesis Major, 21 PSPs): Fire a beam of annihilation energy, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Destructive Burst (Hakai‑Ergokinesis Major, 39 PSPs): Detonate destructive energy in a 20‑ft radius, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Annihilation Prison (Hakai‑Ergokinesis Grand, 9 PSPs): Trap a creature in a slowly collapsing energy shell for 3 rds. Str save DC 10+SL+Str bonus negates.
Disintegration Crush (Hakai‑Ergokinesis Grand, 53 PSPs): Collapse matter into nothing at a target point, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Destruction Maelstrom (Hakai‑Ergokinesis Grand, 92 PSPs): Saturate a 40‑ft radius with wild destructive force, dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Energy Lock (Hakai‑Ergokinesis Super, 20 PSPs): Halt all destructive energy in a 60‑ft radius for 1 rd. No save.
Obliteration Judgment (Hakai‑Ergokinesis Super, 103 PSPs): Erase part of a target s body with raw destructive force, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Ruin Tempest (Hakai‑Ergokinesis Super, 183 PSPs): Flood a 60‑ft radius with destructive currents for 3 rds, each dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
World‑End Extinction (Hakai‑Ergokinesis Ultra, 43 PSPs): Without save, reduce all structures in a 1‑mile radius to rubble. XR or GR to resist.
Matter Collapse (Hakai‑Ergokinesis Ultra, 166 PSPs): Without save, implode all matter in a 1‑mile radius. XR or GR to resist.
Annihilation Apocalypse (Hakai‑Ergokinesis Ultra, 285 PSPs): Without save, atomize a 10‑mile radius completely. XR or GR to resist.
Hallucikinesis - Manipulate Illusions
Mirage Flicker (Hallucikinesis Minor, 2 PSPs): Create a brief illusory flicker to distract a creature. Wis save DC 10+SL+Wis bonus negates if interacted with.
False Image (Hallucikinesis Minor, 6 PSPs): Project a simple image within 30 ft. Wis save DC 10+SL+Wis bonus negates if disbelieved.
Sensory Warp (Hallucikinesis Minor, 9 PSPs): Slightly alter sound, scent, or sight in a 5‑ft cube. Wis save DC 10+SL+Wis bonus negates.
Phantasm Bind (Hallucikinesis Major, 5 PSPs): Trap a creature in an illusory snare for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Phantom Lance (Hallucikinesis Major, 21 PSPs): Fire a spectral spear at a target, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Illusion Burst (Hallucikinesis Major, 39 PSPs): Fill a 20‑ft radius with terrifying imagery, dealing 8d6 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Dream Prison (Hallucikinesis Grand, 9 PSPs): Trap a creature in an elaborate false reality for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Vision Crush (Hallucikinesis Grand, 54 PSPs): Overload a creature s senses with impossible illusions, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Nightmare Maelstrom (Hallucikinesis Grand, 91 PSPs): Create a 40‑ft radius storm of shifting hallucinations, dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Illusion Lock (Hallucikinesis Super, 18 PSPs): Prevent all creatures in a 60‑ft radius from perceiving reality for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Phantasm Judgment (Hallucikinesis Super, 102 PSPs): Break a creature s mind with a flawless hallucination, dealing 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Illusion Tempest (Hallucikinesis Super, 181 PSPs): Maintain overwhelming hallucinations in a 60‑ft radius for 3 rds, each dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Reality Extinction (Hallucikinesis Ultra, 43 PSPs): Without save, trap all creatures in a 1‑mile radius in permanent hallucinations. XR or GR to resist.
Dream Cataclysm (Hallucikinesis Ultra, 165 PSPs): Without save, create an illusory apocalypse in a 1‑mile radius that persists indefinitely. XR or GR to resist.
Illusion Apocalypse (Hallucikinesis Ultra, 285 PSPs): Without save, weave a 10‑mile radius into a self‑sustaining hallucination reality. XR or GR to resist.
Halokinesis - Manipulate Salt
Crystal Pinch (Halokinesis Minor, 2 PSPs): Instantly conjure a glittering pinch of salt to season or purify food or water. No save.
Shardshot (Halokinesis Minor, 5 PSPs): Launch a needle-thin salt shard at a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Bitter Ring (Halokinesis Minor, 9 PSPs): Scatter a thin 5-ft ring of coarse salt that lightly impedes movement and repels some lesser creatures. No save.
Pillar of Brine (Halokinesis Major, 6 PSPs): Erect a column of crystallizing salt around a creature for 3 rds. Str save DC 10+SL+Str bonus negates.
Saltspike Volley (Halokinesis Major, 20 PSPs): Fire a bundle of jagged salt spikes at a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Blinding Brineburst (Halokinesis Major, 37 PSPs): Detonate a 20-ft radius cloud of salt crystals, dealing 8d6 slashing dmg and obscuring the area. Dex save DC 10+SL+Dex bonus halves.
Brine Coffin (Halokinesis Grand, 10 PSPs): Encapsulate a creature in an unyielding coffin of salt for 3 rds. Str save DC 10+SL+Str bonus negates.
Crystalline Drop (Halokinesis Grand, 54 PSPs): Drop a massive salt crystal from above, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Shardsquall (Halokinesis Grand, 91 PSPs): Unleash a 40-ft radius squall of spinning salt razors, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Jointfreeze (Halokinesis Super, 19 PSPs): Desiccate moisture within creatures joints in a 60-ft radius, immobilizing them. Str save DC 10+SL+Str bonus negates.
Spire of Judgement (Halokinesis Super, 104 PSPs): Summon a titanic salt spire beneath a target, impaling them for 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Razorbrine Cyclone (Halokinesis Super, 180 PSPs): Fill a 60-ft radius with a roaring cyclone of salt shards for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Desiccation Field (Halokinesis Ultra, 42 PSPs): Without save, blanket a 1-mile radius in salt so dense it withers all life instantly. XR or GR to resist.
Crystal Deluge (Halokinesis Ultra, 162 PSPs): Without save, bury a 1-mile radius under collapsing salt spires and shards. XR or GR to resist.
The Great Salting (Halokinesis Ultra, 286 PSPs): Without save, entomb a 10-mile radius in living salt formations that crush and desiccate everything. XR or GR to resist.
Heliokinesis - Manipulate Solar Energy
Sun Flicker (Heliokinesis Minor, 2 PSPs): Create a harmless flash of sunlight. No save.
Solar Dart (Heliokinesis Minor, 6 PSPs): Fire a concentrated beam of light at a target, dealing 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Sunspot Patch (Heliokinesis Minor, 9 PSPs): Create a 5‑ft area of intense sunlight, imposing disadvantage on Stealth checks within. No save.
Sun Bind (Heliokinesis Major, 6 PSPs): Trap a creature in a web of solid light for 3 rds. Str save DC 10+SL+Str bonus negates.
Solar Lance (Heliokinesis Major, 20 PSPs): Fire a spear of solar energy, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Flare Burst (Heliokinesis Major, 38 PSPs): Release a 20‑ft radius solar flare, dealing 8d6 radiant dmg. Con save DC 10+SL+Con bonus halves.
Light Prison (Heliokinesis Grand, 10 PSPs): Encase a creature in solid sunlight for 3 rds. Str save DC 10+SL+Str bonus negates.
Solar Crush (Heliokinesis Grand, 54 PSPs): Smash a target with condensed solar energy, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Sunstorm Maelstrom (Heliokinesis Grand, 94 PSPs): Fill a 40‑ft radius with blinding light and searing heat, dealing 10d8 radiant dmg. Con save DC 10+SL+Con bonus halves.
Sun Lock (Heliokinesis Super, 20 PSPs): Halt all light movement in a 60‑ft radius for 1 rd. No save.
Solar Judgment (Heliokinesis Super, 104 PSPs): Call down a column of pure sunlight on a target, dealing 15d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Solar Tempest (Heliokinesis Super, 183 PSPs): Sustain blinding light and searing heat in a 60‑ft radius for 3 rds, each dealing 10d8 radiant dmg. Con save DC 10+SL+Con bonus halves.
Sun Extinction (Heliokinesis Ultra, 44 PSPs): Without save, extinguish all sunlight in a 1‑mile radius. XR or GR to resist.
Solar Cataclysm (Heliokinesis Ultra, 162 PSPs): Without save, flood a 1‑mile radius with lethal solar radiation. XR or GR to resist.
Sun Apocalypse (Heliokinesis Ultra, 284 PSPs): Without save, incinerate a 10‑mile radius with solar energy. XR or GR to resist.
Hemakinesis - Manipulate Biological Circulation
Clot Stop (Hemakinesis Minor, 2 PSPs): Cause a minor clot, reducing a creature s movement speed by 10 ft for 1 round. Con save DC 10+SL+Con bonus negates.
Blood Sting (Hemakinesis Minor, 6 PSPs): Deal 1d8 necrotic dmg to a creature within 20 ft. No save.
Pulse Shift (Hemakinesis Minor, 8 PSPs): Force a creature within 20 ft to have disadvantage on its next attack roll. No save.
Vascular Bind (Hemakinesis Major, 5 PSPs): Restrict a creature s blood flow, paralyzing it for 1 round. Con save DC 10+SL+Con bonus negates.
Hemorrhage (Hemakinesis Major, 19 PSPs): Deal 6d8 necrotic dmg to a creature and cause it to take 1d8 dmg at the start of its next turn. Con save DC 10+SL+Con bonus halves.
Blood Burst (Hemakinesis Major, 38 PSPs): In a 20-ft radius, all creatures take 6d6 necrotic dmg as their blood pressure spikes. Con save DC 10+SL+Con bonus halves.
Drain Life (Hemakinesis Grand, 9 PSPs): Deal 4d8 necrotic dmg and heal yourself for half the dmg dealt. Con save DC 10+SL+Con bonus halves.
Coagulant Shield (Hemakinesis Grand, 52 PSPs): Harden your own blood to gain 15 temporary hp for 3 rounds. No save.
Mass Bleed (Hemakinesis Grand, 94 PSPs): In a 40-ft radius, all enemies take 4d8 necrotic dmg per round for 3 rounds. Con save DC 10+SL+Con bonus halves each round.
Crimson Surge (Hemakinesis Super, 18 PSPs): Heal an ally within 30 ft for 5d8 hp by transferring your own blood. You take half the healed amount as damage. No save.
Blood Flood (Hemakinesis Super, 103 PSPs): Deal 15d8 necrotic dmg to a creature, and if it drops to 0 hp, all enemies within 20 ft take 5d8 necrotic damage. Con save DC 10+SL+Con bonus halves.
Sanguine Dominion (Hemakinesis Super, 182 PSPs): For 3 rounds, you can control the blood flow of all creatures in a 60-ft radius, restraining or healing at will. Con save DC 10+SL+Con bonus negates.
Red Tide (Hemakinesis Ultra, 44 PSPs): Without save, flood a 1-mile radius with a blood mist, reducing all hostile creatures attack rolls by −2 for 1 hour. XR or GR to resist.
Crimson Erasure (Hemakinesis Ultra, 167 PSPs): Without save, remove all blood from every creature in a 1-mile radius, killing them instantly unless immune. XR or GR to resist.
Heartstop Cataclysm (Hemakinesis Ultra, 289 PSPs): Without save, stop the hearts of every living creature in a 10-mile radius. XR or GR to resist.
Hyalokinesis - Manipulate Glass
Mirror Gleam (Hyalokinesis Minor, 2 PSPs): Instantly polish, cloud, or distort a glass or mirror surface. No save.
Shardshot (Hyalokinesis Minor, 5 PSPs): Fire a razor-edged shard of glass at a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Splinter Field (Hyalokinesis Minor, 9 PSPs): Scatter jagged glass fragments in a 5-ft square; creatures entering take 1d8 slashing dmg. No save.
Pane Prison (Hyalokinesis Major, 6 PSPs): Encase a creature in thick glass panes for 3 rds. Str save DC 10+SL+Str bonus negates.
Lance of Clarity (Hyalokinesis Major, 21 PSPs): Launch a focused, sunlit shard of glass, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Shatterburst (Hyalokinesis Major, 38 PSPs): Detonate a 20-ft radius storm of flying glass shards, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Crystal Coffin (Hyalokinesis Grand, 9 PSPs): Trap a creature in a seamless coffin of tempered glass for 3 rds. Str save DC 10+SL+Str bonus negates.
Falling Pane (Hyalokinesis Grand, 54 PSPs): Drop a massive slab of reinforced glass from above, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Shardstorm Vortex (Hyalokinesis Grand, 91 PSPs): Fill a 40-ft radius with a swirling maelstrom of slicing glass, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Mirrorbind (Hyalokinesis Super, 20 PSPs): Trap all creatures in a 60-ft radius within reflective glass bonds for 1 rd. Str save DC 10+SL+Str bonus negates.
Judgement of Shards (Hyalokinesis Super, 104 PSPs): Skewer a target with a flurry of massive, sun-glinting glass spikes, dealing 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Tempest of Splinters (Hyalokinesis Super, 182 PSPs): Maintain a roaring 60-ft radius storm of razor glass for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Glass Silence (Hyalokinesis Ultra, 42 PSPs): Without save, shatter every pane, mirror, and crystal in a 1-mile radius, deafening all within. XR or GR to resist.
Molten Rain (Hyalokinesis Ultra, 163 PSPs): Without save, rain molten glass over a 1-mile radius, fusing terrain and structures. XR or GR to resist.
Mirrorworld Collapse (Hyalokinesis Ultra, 283 PSPs): Without save, engulf a 10-mile radius in molten and shattered glass, turning the land into a jagged wasteland. XR or GR to resist.
Hydrokinesis - Manipulate Water
Water Draw (Hydrokinesis Minor, 2 PSPs): Pull up to 5 gallons of water from a source into a container or shape. No save.
Pressure Jet (Hydrokinesis Minor, 6 PSPs): Blast a jet of water at one target within 30 ft, dealing 2d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Slick Spray (Hydrokinesis Minor, 9 PSPs): Spray a 10‑ft line, forcing Dex save DC 10+SL+Dex bonus or target falls prone.
Water Whip (Hydrokinesis Major, 6 PSPs): Create a lash of water that pulls one creature within 30 ft up to 15 ft toward you. Str save DC 10+SL+Str bonus negates.
Scalding Stream (Hydrokinesis Major, 22 PSPs): Spray superheated water, dealing 6d8 fire dmg to one target within 60 ft. Con save DC 10+SL+Con bonus halves.
Wave Slam (Hydrokinesis Major, 39 PSPs): Conjure a 20‑ft radius surge of water, dealing 8d6 bludgeoning dmg and pushing creatures 10 ft. Str save DC 10+SL+Str bonus halves.
Drowning Grasp (Hydrokinesis Grand, 9 PSPs): Wrap water around a creature s head within 40 ft, suffocating it for 3 rds. Con save DC 10+SL+Con bonus negates.
High‑Pressure Lance (Hydrokinesis Grand, 49 PSPs): Fire a cutting jet of water dealing 6d8 slashing dmg to a target within 60 ft. Dex save DC 10+SL+Dex bonus halves.
Flood Surge (Hydrokinesis Grand, 88 PSPs): Create a 40‑ft radius flash flood dealing 10d8 bludgeoning dmg and sweeping creatures 30 ft. Str save DC 10+SL+Str bonus halves.
Water Prison (Hydrokinesis Super, 19 PSPs): Encapsulate all creatures in a 60‑ft radius within spheres of water for 3 rds. Con save DC 10+SL+Con bonus negates.
Tidal Crush (Hydrokinesis Super, 99 PSPs): Summon a massive wave in a 60‑ft radius, dealing 15d8 bludgeoning dmg and knocking prone. Str save DC 10+SL+Str bonus halves.
Maelstrom (Hydrokinesis Super, 185 PSPs): Create a whirlpool or vortex in a 60‑ft radius for 3 rds, dealing 10d8 bludgeoning dmg each rd. Str save DC 10+SL+Str bonus halves.
Ocean s Wrath (Hydrokinesis Ultra, 41 PSPs): Without save, summon a mile‑wide wall of water, erasing all structures and creatures. XR or GR to resist.
Deluge Apocalypse (Hydrokinesis Ultra, 169 PSPs): Without save, rain continuous floods over a 1‑mile radius for 1 minute. XR or GR to resist.
Abyssal Descent (Hydrokinesis Ultra, 275 PSPs): Without save, teleport all creatures in a 1‑mile radius into the deepest ocean trench. XR or GR to resist.
Hygrokinesis - Manipulate Vapor
Mist Flicker (Hygrokinesis Minor, 2 PSPs): Create a small puff of harmless mist. No save.
Vapor Dart (Hygrokinesis Minor, 6 PSPs): Fire a dense puff of hot vapor at a target, dealing 2d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Fog Patch (Hygrokinesis Minor, 9 PSPs): Generate a 10‑ft radius fog cloud, lightly obscuring vision for 1 rd. No save.
Vapor Bind (Hygrokinesis Major, 6 PSPs): Trap a creature in hot, thick steam for 3 rds. Con save DC 10+SL+Con bonus negates.
Steam Lance (Hygrokinesis Major, 20 PSPs): Launch a scalding jet of vapor at a target, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Mist Burst (Hygrokinesis Major, 38 PSPs): Release a 20‑ft radius cloud of hot vapor, dealing 8d6 fire dmg. Con save DC 10+SL+Con bonus halves.
Steam Prison (Hygrokinesis Grand, 9 PSPs): Encase a creature in a swirling cloud of vapor for 3 rds. Con save DC 10+SL+Con bonus negates.
Steam Crush (Hygrokinesis Grand, 54 PSPs): Collapse superheated steam on a target, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Fog Maelstrom (Hygrokinesis Grand, 93 PSPs): Fill a 40‑ft radius with thick, scalding vapor, dealing 10d8 fire dmg. Con save DC 10+SL+Con bonus halves.
Vapor Lock (Hygrokinesis Super, 20 PSPs): Suspend all vapor movement in a 60‑ft radius for 1 rd. No save.
Steam Judgment (Hygrokinesis Super, 104 PSPs): Engulf a target in deadly pressurized vapor, dealing 15d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Mist Tempest (Hygrokinesis Super, 182 PSPs): Maintain a scalding vapor storm in a 60‑ft radius for 3 rds, each dealing 10d8 fire dmg. Con save DC 10+SL+Con bonus halves.
Steam Extinction (Hygrokinesis Ultra, 44 PSPs): Without save, fill a 1‑mile radius with deadly steam. XR or GR to resist.
Vapor Cataclysm (Hygrokinesis Ultra, 166 PSPs): Without save, cover a 1‑mile radius in scalding fog and mist. XR or GR to resist.
Steam Apocalypse (Hygrokinesis Ultra, 283 PSPs): Without save, blanket a 10‑mile radius in lethal superheated vapor. XR or GR to resist.
Hypnokinesis - Manipulate Sleep Functions
Drowsy Flicker (Hypnokinesis Minor, 2 PSPs): Make a creature feel slightly tired for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Sleep Dart (Hypnokinesis Minor, 6 PSPs): Induce sudden drowsiness in a creature, forcing a Wis save DC 10+SL+Wis bonus or impose disadvantage on its next attack.
Nap Veil (Hypnokinesis Minor, 9 PSPs): Cause a creature to briefly doze, losing its reaction. Wis save DC 10+SL+Wis bonus negates.
Sleep Bind (Hypnokinesis Major, 6 PSPs): Force a creature into light sleep for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Dream Lance (Hypnokinesis Major, 20 PSPs): Send a piercing mental image into a target s dreams, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Slumber Burst (Hypnokinesis Major, 39 PSPs): Cause all creatures in a 20‑ft radius to drift into sleep, Wis save DC 10+SL+Wis bonus or be incapacitated for 1 minute.
Dream Prison (Hypnokinesis Grand, 10 PSPs): Trap a creature in a dreamscape for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Sleep Crush (Hypnokinesis Grand, 53 PSPs): Overwhelm a creature s mind with exhaustion, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Nightmare Maelstrom (Hypnokinesis Grand, 92 PSPs): Trap all creatures in a 40‑ft radius in overwhelming dream images, dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Slumber Lock (Hypnokinesis Super, 19 PSPs): Force all creatures in a 60‑ft radius to remain asleep for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Dream Judgment (Hypnokinesis Super, 102 PSPs): Collapse a creature s consciousness into permanent slumber, dealing 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Sleep Tempest (Hypnokinesis Super, 181 PSPs): Maintain an aura of dream‑pull in a 60‑ft radius for 3 rds, each dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Eternal Slumber (Hypnokinesis Ultra, 43 PSPs): Without save, force all creatures in a 1‑mile radius into an endless sleep. XR or GR to resist.
Dream Cataclysm (Hypnokinesis Ultra, 165 PSPs): Without save, imprison the minds of all creatures in a 1‑mile radius within dreams. XR or GR to resist.
Sleep Apocalypse (Hypnokinesis Ultra, 284 PSPs): Without save, plunge all life in a 10‑mile radius into unending dreamstate. XR or GR to resist.
Iconokinesis - Manipulate Divine Iconography
Mark of Faith (Iconokinesis Minor, 2 PSPs): Place a glowing holy or unholy symbol visible to all for 1 hour. No save.
Symbol Mask (Iconokinesis Minor, 6 PSPs): Conceal a symbol s true meaning for 1 hour. Int save DC 10+SL+Int bonus negates.
Emblem Flare (Iconokinesis Minor, 8 PSPs): Cause a symbol to flare brightly for 1 round, dazzling one creature. Con save DC 10+SL+Con bonus negates.
Seal of Warding (Iconokinesis Major, 5 PSPs): Place a protective symbol on an object; triggers an alarm when touched. No save.
Blinding Glyph (Iconokinesis Major, 19 PSPs): Place a glyph that blinds creatures who view it for 1 round. Con save DC 10+SL+Con bonus negates.
Mark of Command (Iconokinesis Major, 38 PSPs): Force one creature to obey a command when shown a marked symbol. Wis save DC 10+SL+Wis bonus negates.
Field of Icons (Iconokinesis Grand, 9 PSPs): Fill a 20-ft radius with floating divine symbols, imposing disadvantage on hostile creatures. No save.
Glyph of Harm (Iconokinesis Grand, 52 PSPs): Place a symbol that explodes for 6d8 radiant or necrotic damage. Dex save DC 10+SL+Dex bonus halves.
Sigil of Banishing (Iconokinesis Grand, 94 PSPs): Expel extraplanar creatures in a 20-ft radius back to their home plane. Cha save DC 10+SL+Cha bonus negates.
Mass Anathema (Iconokinesis Super, 18 PSPs): Place a mark of hostility on all enemies in a 60-ft radius; allies gain advantage on attacks against them. No save.
Judgment Icon (Iconokinesis Super, 103 PSPs): Unleash a wave from a symbol dealing 12d8 radiant or necrotic damage. Con save DC 10+SL+Con bonus halves.
Seal of Authority (Iconokinesis Super, 182 PSPs): Mark all creatures in a 1-mile radius with a divine decree they must obey. Wis save DC 10+SL+Wis bonus negates.
World Sigil (Iconokinesis Ultra, 44 PSPs): Without save, place a permanent divine symbol visible to all in a 1-mile radius. XR or GR to resist.
Glyphstorm (Iconokinesis Ultra, 167 PSPs): Without save, cover a 5-mile radius in hostile glyphs that trigger at will. XR or GR to resist.
Pantheon s Edict (Iconokinesis Ultra, 289 PSPs): Without save, issue a divine command to all sentient beings in a 10-mile radius. XR or GR to resist.
Inclinkinesis - Manipulate Body Shape
Form Flicker (Inclinkinesis Minor, 2 PSPs): Slightly alter a minor feature of your body for 1 rd. No save.
Shift Dart (Inclinkinesis Minor, 6 PSPs): Alter your arm shape to fire a bone/skin spike, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Stretch Patch (Inclinkinesis Minor, 9 PSPs): Extend a limb to reach up to 10 ft further for 1 rd. No save.
Shape Bind (Inclinkinesis Major, 6 PSPs): Restrain a creature by warping your body around them. Str save DC 10+SL+Str bonus negates.
Morph Lance (Inclinkinesis Major, 21 PSPs): Reshape a limb into a hardened spear, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Contortion Burst (Inclinkinesis Major, 38 PSPs): Twist and snap multiple body parts to strike all in a 20‑ft radius, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Body Prison (Inclinkinesis Grand, 9 PSPs): Fully wrap a target in warped flesh for 3 rds. Str save DC 10+SL+Str bonus negates.
Crushing Coil (Inclinkinesis Grand, 54 PSPs): Twist your body into a vice around a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Form Maelstrom (Inclinkinesis Grand, 91 PSPs): Rapidly reshape your form to batter all in a 40‑ft radius, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Morph Lock (Inclinkinesis Super, 20 PSPs): Prevent any body‑shape change in a 60‑ft radius for 1 rd. No save.
Shape Judgment (Inclinkinesis Super, 104 PSPs): Crush a target with a massive morph‑formed appendage, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Flesh Tempest (Inclinkinesis Super, 183 PSPs): Maintain chaotic form‑shifting attacks in a 60‑ft radius for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Form Extinction (Inclinkinesis Ultra, 44 PSPs): Without save, dissolve the stable shapes of all creatures in a 1‑mile radius. XR or GR to resist.
Shape Cataclysm (Inclinkinesis Ultra, 167 PSPs): Without save, permanently deform all life in a 1‑mile radius. XR or GR to resist.
Morph Apocalypse (Inclinkinesis Ultra, 286 PSPs): Without save, endlessly twist and reform all beings in a 10‑mile radius. XR or GR to resist.
Iokinesis - Manipulate Ions
Ion Spark (Iokinesis Minor, 2 PSPs): Generate a static ion halo around your hand, able to ignite flammable vapors. No save.
Charged Filament (Iokinesis Minor, 6 PSPs): Fire a needle-thin ionized beam, dealing 2d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Ionic Trace (Iokinesis Minor, 9 PSPs): Electrify a 5-ft square with residual ion charge for 1 rd; creatures entering take 1d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Polar Bond (Iokinesis Major, 5 PSPs): Lock a creature in place by magnetizing ions around them for 3 rds. Str save DC 10+SL+Str bonus negates.
Ion Spear (Iokinesis Major, 21 PSPs): Launch a focused, high-velocity ion spear, dealing 6d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Arc Burst (Iokinesis Major, 39 PSPs): Unleash a chain of ion arcs in a 20-ft radius, dealing 8d6 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Plasma Cage (Iokinesis Grand, 10 PSPs): Form a cage of ionized plasma around a creature for 3 rds. Str save DC 10+SL+Str bonus negates.
Coulomb Slam (Iokinesis Grand, 54 PSPs): Crush a target between two collapsing ion fields, dealing 6d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Corona Cyclone (Iokinesis Grand, 91 PSPs): Fill a 40-ft radius with whirling ionized discharges and plasma arcs, dealing 10d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Magnetosphere Lock (Iokinesis Super, 20 PSPs): Suspend ionic and electromagnetic movement in a 60-ft radius for 1 rd, freezing projectiles mid-air. No save.
Judgement Pulse (Iokinesis Super, 103 PSPs): Blast a target with a destructive ion pulse, dealing 15d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Storm Halo (Iokinesis Super, 180 PSPs): Maintain a dense 60-ft radius ion storm for 3 rds, each dealing 10d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Electrostatic Erasure (Iokinesis Ultra, 42 PSPs): Without save, strip electrons from all matter in a 1-mile radius, killing unshielded life instantly. XR or GR to resist.
Ionic Armageddon (Iokinesis Ultra, 162 PSPs): Without save, spawn chaotic ion storms across a 1-mile radius, frying electronics and life alike. XR or GR to resist.
Plasma Horizon (Iokinesis Ultra, 285 PSPs): Without save, envelop a 10-mile radius in a perpetual plasma-ion storm that reshapes the land. XR or GR to resist.
Ionikinesis - Manipulate Plasma
Spark Wisp (Ionikinesis Minor, 2 PSPs): Conjure a playful, harmless filament of ionized gas that dances across your fingertips, shedding faint light. No save.
Seared Needle (Ionikinesis Minor, 6 PSPs): Launch a narrow, sizzling plasma dart at a creature, dealing 2d8 fire/lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Scald Field (Ionikinesis Minor, 9 PSPs): Ignite a 5-ft patch of roiling plasma for 1 rd; creatures entering or starting there take 1d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Ion Shackles (Ionikinesis Major, 5 PSPs): Weave molten plasma bands that bind a target for 3 rds. Str save DC 10+SL+Str bonus negates.
Sun-Lance (Ionikinesis Major, 20 PSPs): Hurl a concentrated spear of white-hot plasma, piercing and burning for 6d8 fire/lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Corona Bloom (Ionikinesis Major, 39 PSPs): Detonate a 20-ft radius with blinding plasma arcs, dealing 8d6 fire/lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Prismatic Coil (Ionikinesis Grand, 9 PSPs): Encase a target in a swirling sphere of multicolored plasma filaments for 3 rds. Str save DC 10+SL+Str bonus negates.
Helios Press (Ionikinesis Grand, 54 PSPs): Collapse a superheated mass of plasma around a foe, crushing for 6d8 fire/lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Aurora Maelstrom (Ionikinesis Grand, 92 PSPs): Unleash a 40-ft radius plasma cyclone shimmering with spectral light, dealing 10d8 fire/lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Field Quench (Ionikinesis Super, 20 PSPs): Suppress all plasma activity in a 60-ft radius for 1 rd, disrupting powers and effects. No save.
Judgment Flare (Ionikinesis Super, 104 PSPs): Call down a celestial-bright column of plasma, striking a target for 15d8 fire/lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Tempest Crown (Ionikinesis Super, 182 PSPs): Maintain a 60-ft radius plasma storm for 3 rds, each dealing 10d8 fire/lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Event-Horizon Flare (Ionikinesis Ultra, 44 PSPs): Flash-incinerate a 1-mile radius with a wave of stellar-grade plasma. XR or GR to resist.
Thermonic Rift (Ionikinesis Ultra, 166 PSPs): Tear reality open, flooding a 1-mile radius with chaotic plasma surges from a higher-energy plane. XR or GR to resist.
Starfall Cataclysm (Ionikinesis Ultra, 285 PSPs): Blanket a 10-mile radius in an unending plasma storm fed by atmospheric ignition. XR or GR to resist.
Jadekinesis Manipulating Gemstones
Gem Sense (Jadekinesis Minor, 2 PSPs): Detect the presence of precious stones within 30 ft for 1 round. No save.
Crystal Shard (Jadekinesis Minor, 6 PSPs): Launch a razor-edged shard of jade at one target within 20 ft, dealing 2d8 slashing damage. Dex save DC 10+SL+Dex bonus halves.
Gleam Veil (Jadekinesis Minor, 8 PSPs): Create a dazzling glint on your body or weapon, imposing disadvantage on the next attack against you. No save.
Stone Bind (Jadekinesis Major, 5 PSPs): Trap one creature s foot in instant-growing crystal, reducing its speed to 0 for 1 round. Str save DC 10+SL+Str bonus negates.
Emerald Lance (Jadekinesis Major, 19 PSPs): Fire a spear of jade at a target within 60 ft, dealing 6d8 piercing damage. Dex save DC 10+SL+Dex bonus halves.
Gemstorm (Jadekinesis Major, 38 PSPs): In a 20-ft radius, pelting gemstones deal 6d8 slashing damage. Dex save DC 10+SL+Dex bonus halves.
Prismatic Seal (Jadekinesis Grand, 9 PSPs): Encase a creature in a shell of interlocked gems for 1 round, preventing movement. Str save DC 10+SL+Str bonus negates.
Crystal Crush (Jadekinesis Grand, 52 PSPs): Collapse a wall of jagged gems on one target within 30 ft, dealing 6d8 bludgeoning damage. Dex save DC 10+SL+Dex bonus halves.
Emerald Sanctuary (Jadekinesis Grand, 94 PSPs): Create a 30-ft radius dome of green crystal for 3 rounds, granting total cover to allies inside. No save.
Diamond Rain (Jadekinesis Super, 18 PSPs): Rain gemstone shards in a 40-ft radius, dealing 10d8 slashing damage. Dex save DC 10+SL+Dex bonus halves.
Jade Titan (Jadekinesis Super, 103 PSPs): Summon a 20-ft tall jade construct under your control for 3 rounds. No save.
Prismquake (Jadekinesis Super, 182 PSPs): Shatter the ground in a 60-ft radius into glittering shards, dealing 12d8 slashing dmg and reducing speed to 0 for 1 round. Dex save DC 10+SL+Dex bonus halves.
Eternal Gemseal (Jadekinesis Ultra, 44 PSPs): Without save, entomb one creature in impervious crystal forever. XR or GR to resist.
Jewelstorm Cataclysm (Jadekinesis Ultra, 167 PSPs): Without save, obliterate all structures in a 1-mile radius with a storm of gemstone shrapnel. XR or GR to resist.
Crystal Dominion (Jadekinesis Ultra, 289 PSPs): Without save, transmute all matter in a 10-mile radius into jade or gemstone. XR or GR to resist.
Justikinesis- Manipulate Justice
Truth Sense (Justikinesis Minor, 2 PSPs): For 1 rd, know if a creature within 30 ft is knowingly lying. No save.
Mark of Guilt (Justikinesis Minor, 6 PSPs): Brand a creature w/in 30 ft with a invisible mark, lasting 1 hour. The mark glows if they are harmful. Wis save DC 10+SL+Wis bonus negates.
Burden of Conscience (Justikinesis Minor, 8 PSPs): Inflict a guilt on a creature w/in 20 ft, imposing −2 to its next attack or skill check. Wis save DC 10+SL+Wis bonus negates.
Chain of Command (Justikinesis Major, 5 PSPs): Force one creature within 30 ft to obey a single-word command (as command spell) on its next turn. Wis save DC 10+SL+Wis bonus negates.
Justice Strike (Justikinesis Major, 19 PSPs): Strike a creature within 60 ft with a spectral gavel, dealing 6d8 force dmg. Cha save DC 10+SL+Cha bonus halves.
Zone of Law (Justikinesis Major, 38 PSPs): Create a 20-ft radius zone for 3 rds where hostile creatures can't lie, steal, or attack unless a Wis save DC 10+SL+Wis bonus is made.
Judgment Cage (Justikinesis Grand, 9 PSPs): Trap a creature in a shimmering prison of law for 3 rds, preventing movement. Str save DC 10+SL+Str bonus negates.
Retribution Lash (Justikinesis Grand, 52 PSPs): Deal 6d8 force dmg to one creature; 12d6 if that they harmed you or your allies within the last rd, Cha save DC 10+SL+Cha bonus halves.
Scales of Balance (Justikinesis Grand, 94 PSPs): End all beneficial effects on hostile creatures in the last rd, and harmful effects on creatures who didn't attack w/in 40 ft. No save.
Harmony of Law (Justikinesis Super, 18 PSPs): Paralyze all creatures in a 60-ft radius for 1 rd Wis save DC 10+SL+Wis bonus negates; roll w/ disadvantage if they acted unjustly.
Final Verdict (Justikinesis Super, 103 PSPs): Deal 8d8 force dmg to a target w/in 60ft (15d8 if they killed an innocent w/in the last day. Cha save DC 10+SL+Cha bonus halves.
Eternal Sentence (Justikinesis Super, 182 PSPs): Banish a creature to a pocket dimension of endless trial for 3 rds; they return stunned for 1 rd. Cha save DC 10+SL+Cha bonus negates.
Law Absolute (Justikinesis Ultra, 44 PSPs): Without save, impose a permanent truth-binding effect in a 1-mile radius all creatures physically incapable of lying. XR or GR to resist.
Judgment Day (Justikinesis Ultra, 167 PSPs): Without save, strike down all who have killed innocents in the last year within a 1-mile radius (instant death). XR or GR to resist.
Scales of the Cosmos (Justikinesis Ultra, 289 PSPs): Without save, re-write the moral alignment of all creatures in a 10-mile radius to a chosen alignment. XR or GR to resist.
Karmakinesis - Manipulate Karmic Balance
Minor Reversal (Karmakinesis Minor, 2 PSPs): Swap the last two rolls made by a creature within 20 ft. No save.
Karmic Twinge (Karmakinesis Minor, 6 PSPs): Impose −1 on a creature s next attack roll if it harmed an innocent creature within the last round. No save.
Fate Nudge (Karmakinesis Minor, 8 PSPs): Grant +11 to an ally s next attack roll if they acted selflessly in the last round. No save.
Debt Mark (Karmakinesis Major, 5 PSPs): Mark a creature for karmic retribution; the next attack against it deals +2d8 damage. No save.
Retribution Lash (Karmakinesis Major, 19 PSPs): Deal 6d8 force dmg to a creature; if it harmed an ally in the last round, deal double damage. No save.
Karmic Shield (Karmakinesis Major, 38 PSPs): When an ally in a 20-ft radius is hit, redirect half the dmg to the attacker for 3 rounds. No save.
Balance Bind (Karmakinesis Grand, 9 PSPs): Prevent a creature from acting for 1 round if it has committed a hostile act in the last minute. Wis save DC 10+SL+Wis bonus negates.
Fate Mirror (Karmakinesis Grand, 52 PSPs): Force a creature to suffer the same dmg it deals for the next round. No save.
Chain of Cause (Karmakinesis Grand, 94 PSPs): For 3 rounds, all harmful effects in a 40-ft radius rebound partially to their originators. No save.
Karmic Exchange (Karmakinesis Super, 18 PSPs): Swap the hp totals of two creatures within 30 ft. Con save DC 10+SL+Con bonus negates.
Perfect Retribution (Karmakinesis Super, 103 PSPs): Deal 15d8 force dmg to a creature; if it caused harm without provocation within the last day, it automatically fails its save.
Balance Absolute (Karmakinesis Super, 182 PSPs): For 3 rounds, you may instantly reverse the outcome of any single roll in a 60-ft radius. No save.
Cosmic Debt (Karmakinesis Ultra, 44 PSPs): Without save, mark all creatures in a 1-mile radius; all harmful actions they take for 1 day deal equivalent dmg to themselves. XR or GR to resist.
Fate Annihilation (Karmakinesis Ultra, 167 PSPs): Without save, erase all karmic credit from all creatures in a 1-mile radius, removing any stored boons or protections. XR or GR to resist.
Universal Balance (Karmakinesis Ultra, 289 PSPs): Without save, reset the karmic state of every creature in a 10-mile radius, instantly delivering cumulative rewards or punishments. XR or GR to resist.
Kinetikinesis - Manipulate Kinetic Energy
Kinetic Whip (Kinetikinesis Minor, 2 PSPs): Crack a short lash of condensed momentum in a 5-ft space, enough to jolt small objects or startle creatures. No save.
Impulse Needle (Kinetikinesis Minor, 6 PSPs): Launch a pinpoint surge of focused motion, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Repulse Field (Kinetikinesis Minor, 9 PSPs): Generate a 5-ft zone of outward-pushing force, shoving unattended objects or creatures at ankle height. No save.
Momentum Snare (Kinetikinesis Major, 6 PSPs): Wrap a creature in counter-spinning currents of motion, holding them nearly immobile for 3 rds. Str save DC 10+SL+Str bonus negates.
Railburst Lance (Kinetikinesis Major, 21 PSPs): Drive a rod-straight column of high-velocity force through a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Shockfront Bloom (Kinetikinesis Major, 38 PSPs): Erupt a 20-ft radius wave of blunt pressure from a single point, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Stasis Shell (Kinetikinesis Grand, 9 PSPs): Encapsulate a creature in a rigid bubble of halted momentum for 3 rds. Str save DC 10+SL+Str bonus negates.
Gravity Hammer (Kinetikinesis Grand, 54 PSPs): Slam a target with a crushing sphere of dense kinetic energy, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Vortex Collapse (Kinetikinesis Grand, 91 PSPs): Unleash a chaotic 40-ft radius implosion followed by an outward blast, dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Null Vector (Kinetikinesis Super, 20 PSPs): Erase all measurable motion in a 60-ft radius for 1 rd, freezing air currents and halted attacks mid-flight. No save.
Terminal Impact (Kinetikinesis Super, 103 PSPs): Drive a mass of pure kinetic force into a target at unstoppable speed, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Cascade Barrage (Kinetikinesis Super, 182 PSPs): Deal 10d8 bludgeoning dmg for 3rds from crusing impact waves. Dex save DC 10+SL+Dex bonus halves.
Stillness Horizon (Kinetikinesis Ultra, 43 PSPs): Without save, drain all motion from a 1-mile radius, leaving it in absolute stillness. XR or GR to resist.
Vector Rend (Kinetikinesis Ultra, 164 PSPs): Without save, rip and redirect the momentum of every object in a 1-mile radius in chaotic directions. XR or GR to resist.
Worldbreaker Surge (Kinetikinesis Ultra, 285 PSPs): Without save, unleash a continent-shaking storm of kinetic detonations across a 10-mile radius. XR or GR to resist.
Koniokinesis - Manipulate Dust
Dust Whisper (Koniokinesis Minor, 2 PSPs): Stir a faint swirl of drifting motes, tracing shapes in the air. No save.
Grit Needle (Koniokinesis Minor, 6 PSPs): Fire a compact clump of grit with snapping speed, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Veil of Silt (Koniokinesis Minor, 9 PSPs): Raise a 10-ft radius haze of dust and silt, lightly obscuring vision for 1 rd. No save.
Choking Snare (Koniokinesis Major, 6 PSPs): Wrap a target in grinding dust coils, hindering movement for 3 rds. Str save DC 10+SL+Str bonus negates.
Quarry Lance (Koniokinesis Major, 20 PSPs): Launch a compressed spike of stone dust with drilling force, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Ashfall Bloom (Koniokinesis Major, 39 PSPs): Detonate a 20-ft radius with a concussive burst of powder and grit, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Sediment Shell (Koniokinesis Grand, 10 PSPs): Encapsulate a creature in a quick-hardening crust of dust and debris for 3 rds. Str save DC 10+SL+Str bonus negates.
Grainbreaker (Koniokinesis Grand, 54 PSPs): Slam a target with a condensed sphere of densely packed grit, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Siltstorm Vortex (Koniokinesis Grand, 93 PSPs): Unleash a choking, abrasive 40-ft radius duststorm, dealing 10d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Still Airfall (Koniokinesis Super, 20 PSPs): Suspend all airborne dust in a 60-ft radius for 1 rd, halting vision-obscuring effects. No save.
Razor Gale (Koniokinesis Super, 104 PSPs): Collapse a storm of microscopic cutting dust onto a target, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Dune Crown (Koniokinesis Super, 183 PSPs): Sustain a roaring 60-ft radius storm of dense dust for 3 rds, each dealing 10d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Breathless Horizon (Koniokinesis Ultra, 43 PSPs): Without save, engulf a 1-mile radius in suffocating dust clouds. XR or GR to resist.
Earthgrind (Koniokinesis Ultra, 165 PSPs): Without save, bury a 1-mile radius beneath crushing mounds of drifting grit. XR or GR to resist.
Ashen Silence (Koniokinesis Ultra, 286 PSPs): Without save, strip a 10-mile radius of life, leaving only drifting grey dust. XR or GR to resist.
Lactokinesis - Manipulate Lactose
Moospark (Lactokinesis Minor, 2 PSPs): With a snap, instantly curdle or uncurdle milk within reach, accompanied by an ominous dairy-scented breeze. No save.
Lactose Lancelet (Lactokinesis Minor, 6 PSPs): Hurl a rigid shard of crystallized lactose at a foe, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Spill Zone (Lactokinesis Minor, 9 PSPs): Splash a slick 5-ft milk puddle on the floor; Dex save DC 10+SL+Dex bonus or slip dramatically and fall prone.
Cheddarnap (Lactokinesis Major, 6 PSPs): Swaddle a target in rapidly coagulating dairy curds, restraining them for 3 rds. Str save DC 10+SL+Str bonus negates.
Frostram (Lactokinesis Major, 20 PSPs): Launch a hardened spear of frozen milk with barnstorm force, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Scald Splash (Lactokinesis Major, 38 PSPs): Detonate a 20-ft radius of violently boiling milk, dealing 8d6 fire dmg and an unsettling smell. Dex save DC 10+SL+Dex bonus halves.
Gouda Gaol (Lactokinesis Grand, 9 PSPs): Encase a creature in a solid wheel of cheese, air holes optional, for 3 rds. Str save DC 10+SL+Str bonus negates.
Muenster Mash (Lactokinesis Grand, 54 PSPs): Drop a dense, truck-sized block of aged cheese on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Cream Cyclone (Lactokinesis Grand, 91 PSPs): Churn a 40-ft radius into a frothing dairy vortex, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Pasteurize and Hold (Lactokinesis Super, 19 PSPs): Solidify airborne milk fats in a 60-ft radius, locking creatures in place for 1 rd. Str save DC 10+SL+Str bonus negates.
Udder Smite (Lactokinesis Super, 104 PSPs): Impale a target with a colossal frozen milk spike, dealing 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Storm la Cr me (Lactokinesis Super, 182 PSPs): Maintain a 60-ft radius dairy storm for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Whiteout Horizon (Lactokinesis Ultra, 42 PSPs): Without save, flood a 1-mile radius with milk, cream, and cheese until no solid grd remains. XR or GR to resist.
Bovine Baptism (Lactokinesis Ultra, 162 PSPs): Without save, rain scalding milk over a 1-mile radius, steaming anything caught beneath. XR or GR to resist.
The Great Curdling (Lactokinesis Ultra, 285 PSPs): Without save, entomb a 10-mile radius in rapidly solidifying dairy, sealing it forever in milky doom. XR or GR to resist.
Lamentkinesis Manipulating Grief
Sorrow Touch (Lamentkinesis Minor, 2 PSPs): Inflict a pang of sadness on one creature, giving it −1 to its next roll. Wis save DC 10+SL+Wis bonus negates.
Echo of Loss (Lamentkinesis Minor, 6 PSPs): Cause one creature to recall a sad memory for 1 round. Wis save DC 10+SL+Wis bonus negates.
Tear Veil (Lamentkinesis Minor, 8 PSPs): Blur vision with phantom tears for 1 round. Con save DC 10+SL+Con bonus negates.
Dirge Chant (Lamentkinesis Major, 5 PSPs): Reduce speed by 10 ft for creatures within 15 ft. Wis save DC 10+SL+Wis bonus negates.
Melancholy Wave (Lamentkinesis Major, 19 PSPs): Impose disadvantage on attack rolls in a 15-ft radius for 1 round. Wis save DC 10+SL+Wis bonus negates.
Funereal Air (Lamentkinesis Major, 38 PSPs): Cause a wave of grief that stuns one creature for 1 round. Wis save DC 10+SL+Wis bonus negates.
Weeping Aura (Lamentkinesis Grand, 9 PSPs): Create a 20-ft radius aura that reduces hostile dmg dealt by 25% for 3 rounds. No save.
Despair Strike (Lamentkinesis Grand, 52 PSPs): Deal 6d8 psychic dmg to one creature and reduce its dmg by half for 1 round. Wis save DC 10+SL+Wis bonus halves.
Funeral Horizon (Lamentkinesis Grand, 94 PSPs): Blanket a 100-ft radius in sorrow; all hostile actions require a Wis save DC 10+SL+Wis bonus to attempt.
Griefstorm (Lamentkinesis Super, 18 PSPs): Inflict disadvantage on all rolls in a 60-ft radius for 1 round. Wis save DC 10+SL+Wis bonus negates.
Dirge Cataclysm (Lamentkinesis Super, 103 PSPs): Deal 12d8 psychic dmg in a 40-ft radius. Wis save DC 10+SL+Wis bonus halves.
World Weep (Lamentkinesis Super, 182 PSPs): Force all creatures in a 1-mile radius to fall prone in grief for 1 round. Wis save DC 10+SL+Wis bonus negates.
Eternal Dirge (Lamentkinesis Ultra, 44 PSPs): Without save, create a permanent field of sorrow in a 1-mile radius. XR or GR to resist.
Sorrow Unending (Lamentkinesis Ultra, 167 PSPs): Without save, strip all joy from a 5-mile radius. XR or GR to resist.
Lament Absolute (Lamentkinesis Ultra, 289 PSPs): Without save, erase the memory of happiness from all in a 10-mile radius. XR or GR to resist.
Leakinesis - Manipulate Lead
Plumb Wobble (Leakinesis Minor, 2 PSPs): Subtly warp or dent a chunk of lead, as if it sighed under its own weight. No save.
Slug Snap (Leakinesis Minor, 6 PSPs): Launch a dense lead pellet with brutal efficiency, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Sheet Spread (Leakinesis Minor, 9 PSPs): Unfurl a thin, flexible sheet of lead over a 5-ft square, muting sound and blocking scrying. No save.
Toxic Embrace (Leakinesis Major, 6 PSPs): Bind a creature in heavy, constricting lead bands for 3 rds. Str save DC 10+SL+Str bonus negates.
Ballast Pike (Leakinesis Major, 21 PSPs): Hurl a sharpened spear of lead with anchor-like momentum, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Shrapnel Bloom (Leakinesis Major, 38 PSPs): Detonate a 20-ft radius with jagged lead fragments, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Coffin Pour (Leakinesis Grand, 9 PSPs): Encapsulate a target in a seamless block of lead, sealing them like a burial vault for 3 rds. Str save DC 10+SL+Str bonus negates.
Gravestone Drop (Leakinesis Grand, 54 PSPs): Crush a target beneath a slab of cast lead, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Bullet Squall (Leakinesis Grand, 90 PSPs): Unleash a swirling 40-ft radius storm of lead shot and splinters, dealing 10d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Molten Manacles (Leakinesis Super, 20 PSPs): Chain all creatures in a 60-ft radius with glowing, molten lead links for 1 rd. Str save DC 10+SL+Str bonus negates.
Anvil Verdict (Leakinesis Super, 104 PSPs): Drop a colossal lead column from above, striking with 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Storm of Slugs (Leakinesis Super, 183 PSPs): Maintain a 60-ft radius downpour of spinning lead fragments for 3 rds, each dealing 10d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Silent Poisoning (Leakinesis Ultra, 44 PSPs): Without save, suffuse a 1-mile radius with invisible lead particulates, tainting all air, water, and soil. XR or GR to resist.
Meteor of Malice (Leakinesis Ultra, 166 PSPs): Without save, bombard a 1-mile radius with molten lead meteors. XR or GR to resist.
Leadfall Eternity (Leakinesis Ultra, 284 PSPs): Without save, submerge a 10-mile radius beneath a roaring tide of molten lead. XR or GR to resist.
Ligneokinesis - Manipulate Living Wood
Wood Flicker (Ligneokinesis Minor, 2 PSPs): Cause a small piece of wood to creak or bend slightly. No save.
Splinter Dart (Ligneokinesis Minor, 6 PSPs): Fire a sharpened splinter at a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Root Patch (Ligneokinesis Minor, 9 PSPs): Create a 5‑ft tangle of roots that halves movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Wooden Bind (Ligneokinesis Major, 6 PSPs): Restrain a creature with living wooden growths for 3 rds. Str save DC 10+SL+Str bonus negates.
Spear of Oak (Ligneokinesis Major, 20 PSPs): Launch a hardened wooden spear, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Splinter Burst (Ligneokinesis Major, 38 PSPs): Detonate splinters in a 20‑ft radius, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Bark Prison (Ligneokinesis Grand, 10 PSPs): Trap a creature inside hardened bark for 3 rds. Str save DC 10+SL+Str bonus negates.
Crushing Log (Ligneokinesis Grand, 54 PSPs): Drop a massive log on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Forest Maelstrom (Ligneokinesis Grand, 93 PSPs): Cause wooden growths to erupt in a 40‑ft radius, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Root Lock (Ligneokinesis Super, 20 PSPs): Immobilize all creatures in a 60‑ft radius with wooden roots for 1 rd. Str save DC 10+SL+Str bonus negates.
Oak Judgment (Ligneokinesis Super, 104 PSPs): Smash a target with a giant wooden club, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Splinter Tempest (Ligneokinesis Super, 181 PSPs): Fill a 60‑ft radius with flying splinters for 3 rds, each dealing 10d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Wood Extinction (Ligneokinesis Ultra, 42 PSPs): Without save, cause wooden growth to consume all structures in a 1‑mile radius. XR or GR to resist.
Forest Cataclysm (Ligneokinesis Ultra, 166 PSPs): Without save, cause a forest to overtake a 1‑mile radius. XR or GR to resist.
Wood Apocalypse (Ligneokinesis Ultra, 284 PSPs): Without save, engulf a 10‑mile radius in uncontrollable wooden growth. XR or GR to resist.
Lipokinesis - Manipulate Fat Metabolism
Love Handle Shift (Lipokinesis Minor, 2 PSPs): Redistribute a handful of body fat for comfort, disguise, or the perfect heroic silhouette. No save.
Gravy Grit (Lipokinesis Minor, 6 PSPs): Launch a fist-sized lump of congealed fat at alarming velocity, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Pudge Pad (Lipokinesis Minor, 9 PSPs): Form a 5-ft cushion of soft fat to absorb impacts, granting resistance to fall dmg for 1 rd. No save.
Flab Wrap (Lipokinesis Major, 6 PSPs): Swaddle a creature in pliant, enveloping folds of fat for 3 rds. Str save DC 10+SL+Str bonus negates.
Lard Lance (Lipokinesis Major, 20 PSPs): Fire a dense, sharpened spike of rendered fat, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Greasequake (Lipokinesis Major, 38 PSPs): Detonate a 20-ft radius in a sloshing burst of ruptured fat cells, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Bacon Bastille (Lipokinesis Grand, 9 PSPs): Encapsulate a target in a glistening fortress of hardened fat for 3 rds. Str save DC 10+SL+Str bonus negates.
Tallow Slam (Lipokinesis Grand, 54 PSPs): Drop a titanic slab of rendered fat onto a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Adipose Cyclone (Lipokinesis Grand, 91 PSPs): Unleash a swirling 40-ft radius vortex of spinning fat masses, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Cholesterol Clamp (Lipokinesis Super, 20 PSPs): Immobilize all creatures in a 60-ft radius with suffocating, constricting fat coils. Str save DC 10+SL+Str bonus negates.
Obesity Omen (Lipokinesis Super, 103 PSPs): Crush a target beneath an enormous, ossified fat mass, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Gordian Gravystorm (Lipokinesis Super, 182 PSPs): Maintain a 60-ft radius torrent of roiling fat constructs for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Adipocalypse (Lipokinesis Ultra, 44 PSPs): Without save, liquefy and reform all fat in a 1-mile radius into a slow-moving, all-consuming wave. XR or GR to resist.
Lipoquake (Lipokinesis Ultra, 165 PSPs): Without save, cause crushing fat pillars to erupt across a 1-mile radius. XR or GR to resist.
Great Grease Reckoning (Lipokinesis Ultra, 286 PSPs): Without save, blanket a 10-mile radius in an immovable layer of hardened fat, reshaping the landscape forever. XR or GR to resist.
Logikinesis - Manipulate Logic
Premise Ping (Logikinesis Minor, 2 PSPs): Briefly sharpen or scramble a creature s reasoning, causing momentary clarity or nonsense. Int save DC 10+SL+Int bonus negates.
Deduction Bolt (Logikinesis Minor, 6 PSPs): Fire a razor-sharp burst of ordered thought, dealing 2d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Focus Bubble (Logikinesis Minor, 9 PSPs): Create a 5-ft aura of pristine clarity, granting advantage on Int checks for 1 rd. No save.
Contradiction Snare (Logikinesis Major, 6 PSPs): Trap a creature s mind in a self-defeating paradox for 3 rds. Int save DC 10+SL+Int bonus negates.
Argument Lance (Logikinesis Major, 20 PSPs): Deliver an unassailable mental thrust, dealing 6d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Rational Flood (Logikinesis Major, 38 PSPs): Overwhelm a 20-ft radius with undeniable reasoning, dealing 8d6 psychic dmg. Int save DC 10+SL+Int bonus halves.
Mind Maze (Logikinesis Grand, 10 PSPs): Enclose a creature in a flawless chain of logic with no exits for 3 rds. Int save DC 10+SL+Int bonus negates.
Axiom Crush (Logikinesis Grand, 54 PSPs): Collapse a target s will beneath an irrefutable truth, dealing 6d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Cerebral Spiral (Logikinesis Grand, 92 PSPs): Drown a 40-ft radius in relentless ordered thought, dealing 10d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Reason Freeze (Logikinesis Super, 20 PSPs): Halt all active reasoning processes in a 60-ft radius for 1 rd. No save.
Final Proof (Logikinesis Super, 104 PSPs): Inflict a perfect syllogism that shatters flawed reasoning, dealing 15d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Philosopher s Storm (Logikinesis Super, 183 PSPs): Maintain an field of structured logic in a 60-ft radius for 3 rds, dealing 10d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Thought Purge (Logikinesis Ultra, 42 PSPs): Without save, erase all irrational thought in a 1-mile radius. XR or GR to resist.
Infinite Loop (Logikinesis Ultra, 165 PSPs): Without save, trap a 1-mile radius in an unsolvable paradox. XR or GR to resist.
Absolute Order (Logikinesis Ultra, 284 PSPs): Without save, bind a 10-mile radius into immutable logical structure. XR or GR to resist.
Lunarkinesis - Manipulate Lunar Energy
Moonblink (Lunarkinesis Minor, 2 PSPs): Cast a brief shimmer of silver light like a wink from the moon. No save.
Moonshard (Lunarkinesis Minor, 6 PSPs): Fire a razor fragment of condensed lunar light, dealing 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Pale Halo (Lunarkinesis Minor, 9 PSPs): Create a 5-ft circle of moonlit glow, granting dim light for 1 rd. No save.
Tidebind (Lunarkinesis Major, 6 PSPs): Ensnare a creature in moonlight that slows its steps for 3 rds. Str save DC 10+SL+Str bonus negates.
Moonpierce (Lunarkinesis Major, 20 PSPs): Send a narrow, focused beam of lunar brilliance, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Silver Bloom (Lunarkinesis Major, 39 PSPs): Flood a 20-ft radius with radiant moon-energy, dealing 8d6 radiant dmg. Con save DC 10+SL+Con bonus halves.
Lunar Cage (Lunarkinesis Grand, 10 PSPs): Seal a creature in silver-hard moonlight for 3 rds. Str save DC 10+SL+Str bonus negates.
Moonfall (Lunarkinesis Grand, 54 PSPs): Drop a solid pillar of condensed moonlight on a target, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Moonstorm (Lunarkinesis Grand, 91 PSPs): Sweep a 40-ft radius with spiraling moonbeams, dealing 10d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Stillbeam (Lunarkinesis Super, 20 PSPs): Freeze all light motion in a 60-ft radius for 1 rd. No save.
Judgment Ray (Lunarkinesis Super, 104 PSPs): Call down a colossal beam of lunar fury, dealing 15d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Sea of Light (Lunarkinesis Super, 183 PSPs): Maintain sweeping lunar beams in a 60-ft radius for 3 rds, each dealing 10d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Moonless Night (Lunarkinesis Ultra, 44 PSPs): Without save, banish all moonlight from a 1-mile radius. XR or GR to resist.
Moonfire Deluge (Lunarkinesis Ultra, 167 PSPs): Without save, flood a 1-mile radius with burning lunar light. XR or GR to resist.
Eternal Moon (Lunarkinesis Ultra, 286 PSPs): Without save, bathe a 10-mile radius in ceaseless lunar radiance. XR or GR to resist.
Magnokinesis - Manipulate Magnetic Fields
Magnet Nudge (Magnokinesis Minor, 2 PSPs): Pull a small metal object ≤ 20 lbs toward you from up to 15 ft away. No save.
Armor Push (Magnokinesis Minor, 6 PSPs): Shove a metal object or armored foe 5 ft. Str save DC 10+SL+Str bonus negates.
Iron Spray (Magnokinesis Minor, 9 PSPs): Blast a target with tiny metal shards, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Iron Grip (Magnokinesis Major, 5 PSPs): Clamp two metal objects or foes in armor together for 3 rds. Str save DC 10+SL+Str bonus negates.
Crushplate (Magnokinesis Major, 22 PSPs): Compress metal around a creature s body, dealing 6d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Scrap Burst (Magnokinesis Major, 36 PSPs): Whip metal fragments in a 20-ft radius, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Magnetic Rise (Magnokinesis Grand, 9 PSPs): Lift all metal and armored creatures in a 40-ft radius 20 ft into the air for 1 minute. Str save DC 10+SL+Str bonus negates for creatures.
Railshot (Magnokinesis Grand, 52 PSPs): Accelerate a metal object to hypersonic speed, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Shrapnel Vortex (Magnokinesis Grand, 88 PSPs): Swirl metal debris in a 40-ft radius at lethal velocity, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Armor Freeze (Magnokinesis Super, 19 PSPs): Restrain all armored creatures in a 60-ft radius for 3 rds. Str save DC 10+SL+Str bonus negates.
Magnet Lance (Magnokinesis Super, 110 PSPs): Launch a spear of focused magnetic force, dealing 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Blade Tempest (Magnokinesis Super, 179 PSPs): Maintain a 60-ft radius whirlwind of metal shards for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Core Collapse (Magnokinesis Ultra, 44 PSPs): Without save, pull all ferrous material in a 1-mile radius into a dense core. XR or GR to resist.
Molten Rain (Magnokinesis Ultra, 162 PSPs): Without save, rain molten metal over a 1-mile radius. XR or GR to resist.
Pole Reversal (Magnokinesis Ultra, 278 PSPs): Without save, twist the planet s magnetic field to crush or fling all metal and metal-bearing life in a 10-mile radius. XR or GR to resist.
Marrionetakinesis - Manipulate Puppets
String Twitch (Marrionetakinesis Minor, 2 PSPs): Make a puppet jerk to life for an eerie moment. No save.
Punchinello Shot (Marrionetakinesis Minor, 6 PSPs): Propel a puppet into an enemy, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Trip Strings (Marrionetakinesis Minor, 9 PSPs): Place invisible strands in a 5-ft square, halving movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Snare Strings (Marrionetakinesis Major, 6 PSPs): Restrain a creature with unseen marionette lines for 3 rds. Str save DC 10+SL+Str bonus negates.
Harlequin Lance (Marrionetakinesis Major, 20 PSPs): Send a puppet flying spear-first, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Kaboom Troupe (Marrionetakinesis Major, 39 PSPs): Make multiple puppets detonate in a 20-ft radius, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Puppet Cage (Marrionetakinesis Grand, 9 PSPs): Surround a creature with a snapping lattice of animated puppets for 3 rds. Str save DC 10+SL+Str bonus negates.
Stage Slam (Marrionetakinesis Grand, 54 PSPs): Smash a target with a massed puppet strike, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Encore Maelstrom (Marrionetakinesis Grand, 91 PSPs): Command dozens of puppets to batter a 40-ft radius, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Curtain Lock (Marrionetakinesis Super, 20 PSPs): Suspend all creatures in a 60-ft radius with taut puppet strings for 1 rd. Str save DC 10+SL+Str bonus negates.
Grand Finale (Marrionetakinesis Super, 104 PSPs): Crush a target beneath a massive puppet construct, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Marionette Tempest (Marrionetakinesis Super, 182 PSPs): Maintain a 60-ft radius onslaught of puppet attacks for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Mannequin Rising (Marrionetakinesis Ultra, 42 PSPs): Without save, animate all humanoid figures in a 1-mile radius to attack. XR or GR to resist.
Puppet Legion (Marrionetakinesis Ultra, 165 PSPs): Without save, summon an unstoppable puppet army over a 1-mile radius. XR or GR to resist.
Strings of the End (Marrionetakinesis Ultra, 285 PSPs): Without save, overwhelm a 10-mile radius with a puppet swarm that never tires. XR or GR to resist.
Materiokinesis - Manipulate Matter
Texture Blink (Materiokinesis Minor, 2 PSPs): Alter the texture of a small object for a fleeting moment. No save.
Matter Bolt (Materiokinesis Minor, 6 PSPs): Launch a compact particle of dense matter, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Density Field (Materiokinesis Minor, 9 PSPs): Alter the density of a 5-ft cube of matter for 1 rd. No save.
Matter Shell (Materiokinesis Major, 6 PSPs): Lock a creature in a rigid husk of matter for 3 rds. Str save DC 10+SL+Str bonus negates.
Mass Pike (Materiokinesis Major, 20 PSPs): Throw a hyper-dense spear of matter, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Core Burst (Materiokinesis Major, 39 PSPs): Detonate raw matter in a 20-ft radius, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Atom Gaol (Materiokinesis Grand, 10 PSPs): Imprison a creature in unyielding matter for 3 rds. Str save DC 10+SL+Str bonus negates.
Obelisk Drop (Materiokinesis Grand, 54 PSPs): Smash a target beneath a block of condensed matter, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Quake Spiral (Materiokinesis Grand, 91 PSPs): Whip matter into chaotic motion in a 40-ft radius, dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Stasis Lock (Materiokinesis Super, 20 PSPs): Halt all matter movement in a 60-ft radius for 1 rd. No save.
Mass Verdict (Materiokinesis Super, 104 PSPs): Drop an enormous block of ultra-dense matter on a target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Particle Tempest (Materiokinesis Super, 183 PSPs): Maintain violent matter shifts in a 60-ft radius for 3 rds, each dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Disassembly Zone (Materiokinesis Ultra, 44 PSPs): Without save, disintegrate all matter in a 1-mile radius. XR or GR to resist.
Mass Mutation (Materiokinesis Ultra, 166 PSPs): Without save, warp the material of a 1-mile radius into unstable forms. XR or GR to resist.
Total Unmaking (Materiokinesis Ultra, 286 PSPs): Without save, unravel all matter in a 10-mile radius into atomic dust. XR or GR to resist.
Mathekinesis - Manipulate Math
Additive Shift (Mathekinesis Minor, 2 PSPs): Until start of your next turn, insert plus 2 after one numeric term in an allied formula (dmg, healing, area, DC, etc.).
Subtractive Diminish (Mathekinesis Minor, 6 PSPs): Until start of your next turn, insert minus 2 after one numeric term in an enemy formula targeting you.
Multiplicative Boost (Mathekinesis Minor, 9 PSPs): Multiply one numeric term in the next allied formula by times one point five before modifiers.
Divisive Weakening (Mathekinesis Major, 6 PSPs): Divide one numeric term in an enemy formula by two before modifiers.
Variable Spike (Mathekinesis Major, 20 PSPs): Add plus SL to any single variable in an allied formula this rd.
Operator Swap (Mathekinesis Major, 38 PSPs): Replace one operator in an allied formula (plus, minus, times, divide) with another of your choice for maximum effect.
Exponential Surge (Mathekinesis Grand, 10 PSPs): Square the final output of one allied formula (X squared) before resistances.
Root Nullification (Mathekinesis Grand, 54 PSPs): Replace the final output of one enemy formula with its square root before modifiers.
Equation Rewrite (Mathekinesis Grand, 92 PSPs): Replace one constant in an allied formula with the highest constant found anywhere in that formula.
Bracket Lock (Mathekinesis Super, 20 PSPs): Rearrange parentheses in one enemy formula to yield the lowest possible final output.
Absolute Judgment (Mathekinesis Super, 103 PSPs): Apply absolute value to the final output of one allied formula, removing all negative values before application.
Infinity Tempest (Mathekinesis Super, 183 PSPs): Replace any single constant in an allied formula with infinity (infinite dmg, AC, to-hit, HP, etc.).
Zero Extinction (Mathekinesis Ultra, 42 PSPs): For 1 minute, set all variable outputs in enemy formulas within 1 mile to zero. XR or GR to resist.
Divide by Zero (Mathekinesis Ultra, 165 PSPs): For 1 minute, cause all enemy formulas within 1 mile to return undefined they automatically fail. XR or GR to resist.
Limit Break Apocalypse (Mathekinesis Ultra, 284 PSPs): For 1 minute, set all variable outputs in allied formulas within 10 miles to their maximum possible value. XR or GR to resist.
Megethoskinesis - Manipulate Size
Size Flicker (M gethoskinesis Minor, 2 PSPs): Increase or decrease a small object s size by 10% for 1 rd. No save.
Shrink Dart (M gethoskinesis Minor, 6 PSPs): Compress a projectile to a denser size mid‑flight, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Enlarge Patch (M gethoskinesis Minor, 9 PSPs): Expand a 5‑ft object or surface to double its size temporarily. No save.
Size Bind (M gethoskinesis Major, 6 PSPs): Double or halve a creature s size for 3 rds. Str save DC 10+SL+Str bonus negates.
Giant s Lance (M gethoskinesis Major, 21 PSPs): Enlarge a weapon s striking end mid‑attack, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Crushing Burst (M gethoskinesis Major, 38 PSPs): Rapidly expand a 20‑ft radius object or terrain feature, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Size Prison (M gethoskinesis Grand, 9 PSPs): Enlarge an object around a creature to trap it for 3 rds. Str save DC 10+SL+Str bonus negates.
Titan Crush (M gethoskinesis Grand, 54 PSPs): Increase the size of a weapon to colossal scale mid‑swing, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Gargantuan Maelstrom (M gethoskinesis Grand, 93 PSPs): Enlarge multiple objects in a 40‑ft radius to massive size, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Size Lock (M gethoskinesis Super, 20 PSPs): Fix the size of all creatures in a 60‑ft radius for 1 rd, preventing resizing effects. No save.
Titanic Judgment (M gethoskinesis Super, 104 PSPs): Enlarge a falling object to extreme size, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Size Tempest (M gethoskinesis Super, 183 PSPs): Rapidly alter sizes in a 60‑ft radius for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Size Extinction (M gethoskinesis Ultra, 43 PSPs): Without save, shrink all structures and beings in a 1‑mile radius to dust specks. XR or GR to resist.
Macro Cataclysm (M gethoskinesis Ultra, 166 PSPs): Without save, enlarge all matter in a 1‑mile radius to unstable size. XR or GR to resist.
Infinite Scale Apocalypse (M gethoskinesis Ultra, 286 PSPs): Without save, resize everything in a 10‑mile radius infinitely in alternating directions until destroyed. XR or GR to resist.
Melanokinesis - Manipulate Ink
Ink Ripple (Melanokinesis Minor, 2 PSPs): Cause up to 1 pint of ink to ripple or flow along a surface for 1 rd. No save.
Pigment Bleed (Melanokinesis Minor, 6 PSPs): Drain pigment from a nonliving object in range, fading its color over 1 minute. No save.
Scribe s Reach (Melanokinesis Minor, 9 PSPs): Write or draw remotely with airborne ink tendrils up to 30 ft away. No save.
Ink Veil (Melanokinesis Major, 6 PSPs): Fill a 5-ft cube with suspended ink; creatures inside must make a Con save DC 10+SL+Con bonus or be blinded until they leave.
Mark Seal (Melanokinesis Major, 20 PSPs): Place an ink glyph on a surface; touching it forces a Wis save DC 10+SL+Wis bonus or be frightened for 1 rd.
Binding Script (Melanokinesis Major, 39 PSPs): Animated ink tendrils restrain 1 Large or smaller target; Str save DC 10+SL+Str bonus at start of each turn to break free.
Illustrative Animation (Melanokinesis Grand, 10 PSPs): Cause an ink drawing to animate and follow simple commands for 1 minute. No save.
Flow Lock (Melanokinesis Grand, 54 PSPs): Freeze all liquid ink in a 10-ft radius; creatures holding affected items must make a Dex save DC 10+SL+Dex bonus or drop them.
Ink Shroud (Melanokinesis Grand, 91 PSPs): Release dense black ink in a 20-ft radius; Con save DC 10+SL+Con bonus or be blinded for 1 minute (repeat save at end of turn).
Glyph Forge (Melanokinesis Super, 20 PSPs): Inscribe a trap glyph; crossing it forces an Int save DC 10+SL+Int bonus or take 4d8 psychic dmg (half on success).
Ebon Surge (Melanokinesis Super, 104 PSPs): Fire hardened ink in a 60-ft line, 5 ft wide; Dex save DC 10+SL+Dex bonus halves 6d6 bludgeoning dmg.
Living Script (Melanokinesis Super, 183 PSPs): Create 2 Medium animated ink constructs lasting 10 minutes. No save.
Absorb Pigment (Melanokinesis Ultra, 44 PSPs): Strip all pigment from a 30-ft radius; creatures must make a Cha save DC 10+SL+Cha bonus or suffer disadvantage on Cha checks for 1 hour.
Master s Manuscript (Melanokinesis Ultra, 166 PSPs): Manifest an enchanted book/map/mural; viewing it forces an Int save DC 10+SL+Int bonus or suffer confusion for 1 minute.
Total Blackout (Melanokinesis Ultra, 286 PSPs): Without save, drain all color and light perception in a 1-mile radius; XR or GR to resist.
Mentokinesis - Manipulate Mental Function
Mind Whisper (Mentokinesis Minor, 2 PSPs): Implant a fleeting thought into a creature s mind within 30 ft. Wis save DC 10+SL+Wis bonus negates.
Cognitive Jolt (Mentokinesis Minor, 5 PSPs): Overload a creature s short-term memory, dealing 2d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Perception Fog (Mentokinesis Minor, 9 PSPs): Blur a creature s sensory processing, giving disadvantage on attack rolls for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Focus Surge (Mentokinesis Major, 6 PSPs): Sharpen an ally s concentration, granting advantage on all Int, Wis, and Cha saves for 1 rd. No save.
Neural Spike (Mentokinesis Major, 20 PSPs): Drive a psychic spike into a creature s thoughts, dealing 6d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Memory Wipe (Mentokinesis Major, 38 PSPs): Erase the last minute of a creature s memory. Wis save DC 10+SL+Wis bonus negates.
Thought Lock (Mentokinesis Grand, 9 PSPs): Prevent a creature from speaking, casting spells, or using psi powers for 1 rd. Cha save DC 10+SL+Cha bonus negates.
Synapse Crash (Mentokinesis Grand, 54 PSPs): Overload the nervous system of a creature within 60 ft, dealing 6d8 psychic/lightning dmg. Con save DC 10+SL+Con bonus halves.
Collective Confusion (Mentokinesis Grand, 92 PSPs): Force all creatures in a 30-ft radius to attack the nearest target for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Ego Shatter (Mentokinesis Super, 21 PSPs): Reduce a creature s confidence to nothing, imposing disadvantage on all attack rolls for 3 rds. Cha save DC 10+SL+Cha bonus negates.
Psychic Convergence (Mentokinesis Super, 103 PSPs): Link minds of all allies in 60 ft, granting shared knowledge of positions and advantages on all attack rolls for 3 rds. No save.
Mindstorm (Mentokinesis Super, 181 PSPs): Assault all hostile minds in a 60-ft radius, dealing 10d8 psychic dmg each rd for 3 rds. Int save DC 10+SL+Int bonus halves.
Cerebral Dominion (Mentokinesis Ultra, 44 PSPs): Without save, take complete control of a creature s body for 1 hour. XR or GR to resist.
Neural Extinction (Mentokinesis Ultra, 164 PSPs): Without save, permanently erase the mind of a single target, leaving them in a vegetative state. XR or GR to resist.
Global Thought Collapse (Mentokinesis Ultra, 284 PSPs): Without save, shut down higher brain function for all creatures in a 10-mile radius. XR or GR to resist.
Metallokinesis - Manipulate Metals
Forge Flicker (Metallokinesis Minor, 2 PSPs): Subtly bend, straighten, or warp a small piece of metal, as if from an unseen smith s hammer. No save.
Shrapnel Spike (Metallokinesis Minor, 6 PSPs): Launch a razor-edged metal shard, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Sheet Seal (Metallokinesis Minor, 9 PSPs): Spread a thin sheet of metal over a 5-ft square, blocking touch and bite. No save.
Iron Embrace (Metallokinesis Major, 6 PSPs): Bind a creature with constricting bands of metal for 3 rds. Str save DC 10+SL+Str bonus negates.
Lance of Steel (Metallokinesis Major, 20 PSPs): Thrust a hardened spear of metal into a target, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Scrapstorm (Metallokinesis Major, 39 PSPs): Detonate jagged metal fragments in a 20-ft radius, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Gilded Cage (Metallokinesis Grand, 10 PSPs): Imprison a creature in a solid metal shell for 3 rds. Str save DC 10+SL+Str bonus negates.
Anvil Drop (Metallokinesis Grand, 54 PSPs): Crush a target beneath a massive slab of steel, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Blade Cyclone (Metallokinesis Grand, 92 PSPs): Fill a 40-ft radius with whirling shards of metal, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Ironclad Lock (Metallokinesis Super, 20 PSPs): Immobilize all creatures in a 60-ft radius with magnetic metal bonds for 1 rd. Str save DC 10+SL+Str bonus negates.
Final Forging (Metallokinesis Super, 103 PSPs): Flatten a target under a massive forged weight, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Storm of Blades (Metallokinesis Super, 182 PSPs): Maintain a 60-ft radius storm of spinning steel for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Rust Horizon (Metallokinesis Ultra, 43 PSPs): Without save, warp or collapse all metal in a 1-mile radius into useless scrap. XR or GR to resist.
Molten Sky (Metallokinesis Ultra, 165 PSPs): Without save, rain molten metal over a 1-mile radius. XR or GR to resist.
Iron Apocalypse (Metallokinesis Ultra, 284 PSPs): Without save, deluge a 10-mile radius in molten and razor-sharp steel. XR or GR to resist.
Mitokinesis - Manipulate Mitosis
Cell Spark (Mitokinesis Minor, 2 PSPs): Momentarily accelerate or slow a single cell s division, with harmless cosmetic effect. No save.
Clone Spike (Mitokinesis Minor, 6 PSPs): Force rapid duplication of a cell cluster, dealing 2d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Tissue Ward (Mitokinesis Minor, 9 PSPs): Slow division in a 5-ft zone, granting temporary hit points equal to SL. No save.
Division Snare (Mitokinesis Major, 6 PSPs): Disrupt cell reproduction to sap speed for 3 rds. Con save DC 10+SL+Con bonus negates.
Tumor Lance (Mitokinesis Major, 20 PSPs): Force uncontrolled growth in tissue, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Cancer Bloom (Mitokinesis Major, 39 PSPs): Trigger chaotic cell division in a 20-ft radius, dealing 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Flesh Cocoon (Mitokinesis Grand, 10 PSPs): Encase a target in its own overgrown tissue for 3 rds. Con save DC 10+SL+Con bonus negates.
Meat Crush (Mitokinesis Grand, 54 PSPs): Collapse unstable, swollen cells in a target, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Plague Spiral (Mitokinesis Grand, 92 PSPs): Ignite rampant cell growth in a 40-ft radius, dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Mitotic Freeze (Mitokinesis Super, 20 PSPs): Halt all cellular reproduction in a 60-ft radius for 1 rd. No save.
Runaway Growth (Mitokinesis Super, 104 PSPs): Drive a target into catastrophic uncontrolled growth, dealing 15d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Flesh Tempest (Mitokinesis Super, 183 PSPs): Maintain cell division chaos in a 60-ft radius for 3 rds, each dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Biological Blackout (Mitokinesis Ultra, 43 PSPs): Without save, stop all cell division in a 1-mile radius, killing non-undead life. XR or GR to resist.
Pandemic Bloom (Mitokinesis Ultra, 166 PSPs): Without save, cause lethal uncontrolled growth across a 1-mile radius. XR or GR to resist.
Life Cycle s End (Mitokinesis Ultra, 286 PSPs): Without save, cycle all life in a 10-mile radius through growth and collapse until nothing remains. XR or GR to resist.
Mnemokinesis - Manipulate Memories
Recall Spark (Mnemokinesis Minor, 2 PSPs): Pluck a forgotten triviality into conscious thought. No save.
Mind Needle (Mnemokinesis Minor, 6 PSPs): Erase a fleeting recent memory. Wis save DC 10+SL+Wis bonus negates.
False Page (Mnemokinesis Minor, 9 PSPs): Plant a harmless fabricated memory in a willing mind. No save.
Memory Snare (Mnemokinesis Major, 6 PSPs): Anchor or erase a specific short-term memory. Wis save DC 10+SL+Wis bonus negates.
Recall Lance (Mnemokinesis Major, 20 PSPs): Rip away a key recollection, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Cognitive Burst (Mnemokinesis Major, 39 PSPs): Flood a 20-ft radius of minds with conflicting memories, dealing 8d6 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Regret Loop (Mnemokinesis Grand, 10 PSPs): Trap a target in a repeating cycle of its worst memories for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Mind Collapse (Mnemokinesis Grand, 54 PSPs): Compress decades of memory into a blinding instant, dealing 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Echo Storm (Mnemokinesis Grand, 92 PSPs): Overwhelm a 40-ft radius with alien recollections, dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Memory Freeze (Mnemokinesis Super, 20 PSPs): Prevent new memories from forming in a 60-ft radius for 1 rd. No save.
Oblivion Verdict (Mnemokinesis Super, 104 PSPs): Erase all memories of a target s greatest foe or dearest ally, dealing 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Mind Tempest (Mnemokinesis Super, 183 PSPs): Maintain a storm of stolen/false memories in a 60-ft radius for 3 rds, each dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Mindwipe Horizon (Mnemokinesis Ultra, 42 PSPs): Without save, erase all memories in a 1-mile radius. XR or GR to resist.
Fabricated Reality (Mnemokinesis Ultra, 165 PSPs): Without save, replace all memories in a 1-mile radius with false ones. XR or GR to resist.
Total Amnesia (Mnemokinesis Ultra, 285 PSPs): Without save, erase and rewrite the memories of all life in a 10-mile radius. XR or GR to resist.
Molekinesis - Manipulate Molecules
Vibration Blink (Molekinesis Minor, 2 PSPs): Slightly speed or slow an object s molecular vibration. No save.
Bond Spike (Molekinesis Minor, 6 PSPs): Compress molecules into a dense projectile, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Weave Patch (Molekinesis Minor, 9 PSPs): Strengthen or weaken a 5-ft cube s molecular bonds. No save.
Bond Snare (Molekinesis Major, 6 PSPs): Lock the molecules in a creature s body, halving its speed for 3 rds. Con save DC 10+SL+Con bonus negates.
Bond Pike (Molekinesis Major, 20 PSPs): Launch a spear of hyper-compressed matter, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Chain Rupture (Molekinesis Major, 38 PSPs): Burst unstable bonds in a 20-ft radius, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Molecular Cage (Molekinesis Grand, 9 PSPs): Lock a creature in immobilizing matter with frozen bonds for 3 rds. Con save DC 10+SL+Con bonus negates.
Bond Collapse (Molekinesis Grand, 54 PSPs): Tear apart structural bonds in a target s body, dealing 6d8 force dmg. Con save DC 10+SL+Con bonus halves.
Disassembly Spiral (Molekinesis Grand, 91 PSPs): Destabilize molecules across a 40-ft radius, dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Absolute Zero Lock (Molekinesis Super, 20 PSPs): Freeze all molecular activity in a 60-ft radius for 1 rd. No save.
Unraveling Verdict (Molekinesis Super, 103 PSPs): Pulverize a target by ripping apart its molecular lattice, dealing 15d8 force dmg. Con save DC 10+SL+Con bonus halves.
Entropy Tempest (Molekinesis Super, 182 PSPs): Sustain molecular chaos in a 60-ft radius for 3 rds, each dealing 10d8 force dmg. Con save DC 10+SL+Con bonus halves.
Bond Collapse Zone (Molekinesis Ultra, 43 PSPs): Without save, dissolve all molecular bonds in a 1-mile radius. XR or GR to resist.
Mass Reorder (Molekinesis Ultra, 164 PSPs): Without save, destructively rearrange molecular bonds in a 1-mile radius. XR or GR to resist.
Cohesion s End (Molekinesis Ultra, 286 PSPs): Without save, annihilate all molecular cohesion in a 10-mile radius. XR or GR to resist.
Molybdokinesis - Manipulate Magnetism
Lodestone Flicker (Molybdokinesis Minor, 2 PSPs): Tug a small metal object slightly toward or away from you. No save.
Pulse Bolt (Molybdokinesis Minor, 6 PSPs): Fire a magnetic pulse, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Polar Patch (Molybdokinesis Minor, 9 PSPs): Create a 5-ft zone of attraction or repulsion for small metal objects. No save.
Gear Snare (Molybdokinesis Major, 6 PSPs): Lock a creature s armor or weapons in place with magnetic grip for 3 rds. Str save DC 10+SL+Str bonus negates.
Polar Lance (Molybdokinesis Major, 20 PSPs): Fire a focused magnetic beam, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Pole Burst (Molybdokinesis Major, 39 PSPs): Detonate a 20-ft radius pulse of magnetic force, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Magnetic Cage (Molybdokinesis Grand, 10 PSPs): Trap a creature in an unyielding magnetic field for 3 rds. Str save DC 10+SL+Str bonus negates.
Iron Slam (Molybdokinesis Grand, 54 PSPs): Rip metal objects into a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Polar Vortex (Molybdokinesis Grand, 92 PSPs): Create a 40-ft radius surge of spinning magnetic force, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Field Freeze (Molybdokinesis Super, 20 PSPs): Suspend all magnetic activity in a 60-ft radius for 1 rd. No save.
Magnet Rend (Molybdokinesis Super, 104 PSPs): Rip metal from a target s gear or body, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Flux Tempest (Molybdokinesis Super, 183 PSPs): Maintain a swirling magnetic field in a 60-ft radius for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Field Collapse (Molybdokinesis Ultra, 42 PSPs): Without save, erase all magnetic fields in a 1-mile radius. XR or GR to resist.
Pole Reversal (Molybdokinesis Ultra, 166 PSPs): Without save, flip all magnetic poles in a 1-mile radius. XR or GR to resist.
Magnetosphere s End (Molybdokinesis Ultra, 286 PSPs): Without save, weaponize global magnetic disruption in a 10-mile radius. XR or GR to resist.
Mortidivinokinesis - Manipulate God Corpses
Mortuary Halo (Mortidivinokinesis Minor, 2 PSPs): Summon a faint corona of divine ash around yourself, granting +11 AC for 1 rd. No save.
Relic Spark (Mortidivinokinesis Minor, 5 PSPs): Ignite a shard of a dead god s bone, dealing 2d8 radiant/necrotic dmg to one target within 30 ft. Dex save DC 10+SL+Dex bonus halves.
Divine Echo (Mortidivinokinesis Minor, 9 PSPs): Project the whisper of a dead god into a target s mind, forcing Wis save DC 10+SL+Wis bonus or be frightened until end of next turn.
Ashen Ward (Mortidivinokinesis Major, 6 PSPs): Wrap an ally in celestial ash, granting resistance to radiant and necrotic dmg for 3 rds. No save.
Godbone Lance (Mortidivinokinesis Major, 20 PSPs): Hurl a spear of fossilized divine marrow at one target within 60 ft, dealing 6d8 piercing/necrotic dmg. Con save DC 10+SL+Con bonus halves.
Sanctum Rupture (Mortidivinokinesis Major, 37 PSPs): Crack the veil where a god once fell, creating a 20-ft radius blast that deals 8d6 radiant dmg. Con save DC 10+SL+Con bonus halves.
Soul Reliquary (Mortidivinokinesis Grand, 10 PSPs): Imprison a creature s soul in a relic. Wis save DC 10+SL+Wis bonus negates.
Epitaph Beam (Mortidivinokinesis Grand, 50 PSPs): Fire a beam of divine entropy for 6d8 force/necrotic dmg to one target within 90 ft. Dex save DC 10+SL+Dex bonus halves.
Martyr s Fall (Mortidivinokinesis Grand, 93 PSPs): Collapse divine remnants in a 40-ft radius, dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Halo of Silence (Mortidivinokinesis Super, 21 PSPs): Suppress all divine magic in a 60-ft radius for 1 rd. No save.
Oblivion Brand (Mortidivinokinesis Super, 104 PSPs): Mark a target with the sigil of a dead god, dealing 15d8 radiant/necrotic dmg. Wis save DC 10+SL+Wis bonus halves.
Reliquary Tempest (Mortidivinokinesis Super, 183 PSPs): Fill a 60-ft radius with whirling relics for 3 rds, each rd dealing 10d8 slashing/radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Pantheon Collapse (Mortidivinokinesis Ultra, 44 PSPs): Without save, erase the lingering divine spark from all beings in a 1-mile radius. XR or GR to resist.
Godgrave Torrent (Mortidivinokinesis Ultra, 165 PSPs): Without save, flood a 1-mile radius with necrotic ichor from the corpse of a god, rotting all it touches. XR or GR to resist.
Eschaton Bloom (Mortidivinokinesis Ultra, 281 PSPs): Cause the remnants of a dead pantheon to erupt in a 10-mile radius, unmaking all divine and mortal life. No save. XR or GR to resist.
Mycokinesis - Manipulate Mold
Mildew Spark (Mycokinesis Minor, 2 PSPs): Instantly coax a harmless patch of mold to bloom or shrivel, often with unsettling speed. No save.
Spore Shot (Mycokinesis Minor, 6 PSPs): Fire a hardened spore pellet, dealing 2d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Fungal Veil (Mycokinesis Minor, 9 PSPs): Create a 5-ft haze of mold and spores, lightly obscuring vision. No save.
Mycelial Snare (Mycokinesis Major, 6 PSPs): Bind a creature in thick, fibrous fungal growth for 3 rds. Str save DC 10+SL+Str bonus negates.
Stipe Lance (Mycokinesis Major, 20 PSPs): Launch a hardened stalk of fungus like a spear, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Toxic Bloom (Mycokinesis Major, 38 PSPs): Burst a 20-ft radius with a choking cloud of deadly spores, dealing 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Cordyceps Cage (Mycokinesis Grand, 9 PSPs): Wrap a target in a living mold cocoon for 3 rds. Str save DC 10+SL+Str bonus negates.
Rotweight (Mycokinesis Grand, 54 PSPs): Drop a massive fungal mass onto a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Blightstorm (Mycokinesis Grand, 91 PSPs): Fill a 40-ft radius with lethal airborne spores, dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Spore Freeze (Mycokinesis Super, 20 PSPs): Halt all fungal growth in a 60-ft radius for 1 rd. No save.
Bloom of Judgment (Mycokinesis Super, 104 PSPs): Erupt a target in explosive fungal growth, dealing 15d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Mold Tempest (Mycokinesis Super, 183 PSPs): Sustain a 60-ft radius spore storm for 3 rds, each dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Green Horizon (Mycokinesis Ultra, 44 PSPs): Without save, overrun a 1-mile radius with toxic fungal colonies. XR or GR to resist.
Plaguewood (Mycokinesis Ultra, 165 PSPs): Without save, engulf a 1-mile radius in weaponized fungal overgrowth. XR or GR to resist.
Rotworld (Mycokinesis Ultra, 285 PSPs): Without save, turn a 10-mile radius into an uninhabitable fungal wasteland. XR or GR to resist.
Myokinesis - Manipulate Muscles
Flex Spark (Myokinesis Minor, 2 PSPs): Momentarily boost or relax a muscle group for comfort or showmanship. No save.
Twitch Shot (Myokinesis Minor, 6 PSPs): Force an involuntary muscle jerk, dealing 2d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Pump Patch (Myokinesis Minor, 9 PSPs): Enhance a creature s strength by +21 for 1 rd. No save.
Cramp Snare (Myokinesis Major, 6 PSPs): Lock up a creature s muscles with searing cramps for 3 rds. Con save DC 10+SL+Con bonus negates.
Sinew Lance (Myokinesis Major, 20 PSPs): Send a jolt through muscle tissue, dealing 6d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Spasm Wave (Myokinesis Major, 39 PSPs): Trigger violent spasms in a 20-ft radius, dealing 8d6 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Tendon Cage (Myokinesis Grand, 10 PSPs): Lock every muscle in a creature s body for 3 rds. Con save DC 10+SL+Con bonus negates.
Fiber Crush (Myokinesis Grand, 54 PSPs): Contract muscles until they rupture, dealing 6d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Meatstorm (Myokinesis Grand, 91 PSPs): Affect all muscles in a 40-ft radius, dealing 10d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Paralysis Pulse (Myokinesis Super, 20 PSPs): Freeze all voluntary movement in a 60-ft radius for 1 rd. No save.
Judgment Press (Myokinesis Super, 104 PSPs): Crush a target s musculature under psionic force, dealing 15d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Muscle Tempest (Myokinesis Super, 183 PSPs): Maintain total muscle disruption in a 60-ft radius for 3 rds, each dealing 10d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Myofreeze Horizon (Myokinesis Ultra, 44 PSPs): Without save, collapse all muscle function in a 1-mile radius. XR or GR to resist.
Tetanus Wave (Myokinesis Ultra, 165 PSPs): Without save, over-stimulate or paralyze every muscle in a 1-mile radius. XR or GR to resist.
Fleshfall (Myokinesis Ultra, 285 PSPs): Without save, destroy muscle function permanently across a 10-mile radius. XR or GR to resist.
Mystokinesis - Manipulate Magic
Cantrip Spark (Mystokinesis Minor, 2 PSPs): Slightly strengthen or disrupt a minor magical effect. No save.
Mana Bolt (Mystokinesis Minor, 6 PSPs): Hurl a burst of raw magic, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Aura Shift (Mystokinesis Minor, 9 PSPs): Boost or mute a magical aura in a 5-ft square for 1 rd. No save.
Spell Snare (Mystokinesis Major, 6 PSPs): Block spells of SL ≤ 3 from being cast for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Arcane Lance (Mystokinesis Major, 20 PSPs): Focus magic into a piercing bolt, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Dispel Burst (Mystokinesis Major, 39 PSPs): Unravel magic in a 20-ft radius, dealing 8d6 force dmg to magical beings. Wis save DC 10+SL+Wis bonus halves.
Null Cage (Mystokinesis Grand, 10 PSPs): Trap a creature in a sphere of antimagic for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Mana Crush (Mystokinesis Grand, 54 PSPs): Collapse raw magical energy on a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Wildstorm (Mystokinesis Grand, 91 PSPs): Flood a 40-ft radius with chaotic magical surges, dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Mana Lock (Mystokinesis Super, 20 PSPs): Suppress all magic in a 60-ft radius for 1 rd. No save.
Overload Verdict (Mystokinesis Super, 104 PSPs): Detonate a target s magical essence, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Arcane Tempest (Mystokinesis Super, 183 PSPs): Maintain an wild/anti-magic storm in a 60-ft radius for 3 rds, dealing 10d8 force dmg to magical beings. Dex save DC 10+SL+Dex bonus halves.
Leyline Collapse (Mystokinesis Ultra, 44 PSPs): Without save, erase all magic in a 1-mile radius. XR or GR to resist.
Spellquake (Mystokinesis Ultra, 165 PSPs): Without save, warp all magic in a 1-mile radius into volatile surges. XR or GR to resist.
Magocracy s End (Mystokinesis Ultra, 286 PSPs): Without save, permanently rewrite magical laws in a 10-mile radius. XR or GR to resist.
Mythokinesis - Manipulate Myths
Echo of Legend (Mythokinesis Minor, 2 PSPs): Summon a faint illusion of a legendary figure for 1 round. No save.
Tale Twist (Mythokinesis Minor, 6 PSPs): Alter a detail in a story or rumor within 30 ft for 1 minute. Wis save DC 10+SL+Wis bonus negates.
Lore Embers (Mythokinesis Minor, 8 PSPs): Cause a minor mythic motif (light, sound) to appear in a 10-ft radius for 1 round. No save.
Hero s Glimpse (Mythokinesis Major, 5 PSPs): Manifest a phantom hero to assist an ally, granting +21 to its next roll. No save.
Legendary Word (Mythokinesis Major, 19 PSPs): Speak a mythic phrase that bolsters all allies in 20 ft, granting +11 AC for 1 round. No save.
Fabled Blade (Mythokinesis Major, 38 PSPs): Create a temporary legendary weapon (+2 to attack/damage) for 1 minute. No save.
Mythic Arena (Mythokinesis Grand, 9 PSPs): Shape a 30-ft radius battlefield into a famous mythical location, granting advantage to allies first attack each round. No save.
Saga Manifest (Mythokinesis Grand, 52 PSPs): Summon a creature from legend (DL ≤ level) to fight for 3 rounds. No save.
Story Rewrite (Mythokinesis Grand, 94 PSPs): Alter one event from the last round as if it never happened. Wis save DC 10+SL+Wis bonus negates.
Legend Storm (Mythokinesis Super, 18 PSPs): Call down 4d8 force dmg from mythic lightning on all enemies in a 40-ft radius. Dex save DC 10+SL+Dex bonus halves.
Epic Invocation (Mythokinesis Super, 103 PSPs): Grant all allies in a 60-ft radius +33 to attack and saves for 3 rounds. No save.
Pantheon s Favor (Mythokinesis Super, 182 PSPs): Bestow immunity to one dmg type to all allies in a 1-mile radius for 1 minute. No save.
World Story (Mythokinesis Ultra, 44 PSPs): Without save, add a permanent mythical element to reality in a 1-mile radius. XR or GR to resist.
Legend Absolute (Mythokinesis Ultra, 167 PSPs): Without save, permanently summon a legendary creature to guard a 5-mile radius. XR or GR to resist.
Myth Rewrite (Mythokinesis Ultra, 289 PSPs): Without save, replace the cultural history of a 10-mile radius with a new myth. XR or GR to resist.
Nanokinesis - Manipulate Nanites
Microforge (Nanokinesis Minor, 2 PSPs): Spark nanite activity in a held object. No save.
Swarm Spike (Nanokinesis Minor, 6 PSPs): Send a cloud of nanites to stab a target, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Patchweave (Nanokinesis Minor, 9 PSPs): Deploy nanites to restore 5-ft of material, healing SL hit points. No save.
Binding Cloud (Nanokinesis Major, 6 PSPs): Immobilize a creature under a nanite swarm for 3 rds. Str save DC 10+SL+Str bonus negates.
Needle Cluster (Nanokinesis Major, 20 PSPs): Fire a high-density nanite shot, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Disassembly Wave (Nanokinesis Major, 38 PSPs): Strip matter apart in a 20-ft radius, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Nanocoffin (Nanokinesis Grand, 9 PSPs): Encapsulate a foe in an impenetrable nanite shell for 3 rds. Str save DC 10+SL+Str bonus negates.
Compression Sphere (Nanokinesis Grand, 54 PSPs): Contract a nanite swarm around a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Greystorm (Nanokinesis Grand, 92 PSPs): Fill a 40-ft radius with matter-eating nanites, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
System Freeze (Nanokinesis Super, 20 PSPs): Halt all nanite functions in a 60-ft radius for 1 rd. No save.
Erase Protocol (Nanokinesis Super, 104 PSPs): Reduce a target to raw materials, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Grey Tempest (Nanokinesis Super, 182 PSPs): Maintain a nanite swarm in a 60-ft radius for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Ash Protocol (Nanokinesis Ultra, 42 PSPs): Without save, dissolve all nonliving matter in a 1-mile radius. XR or GR to resist.
Killcode Burst (Nanokinesis Ultra, 167 PSPs): Without save, reprogram all nanites to attack everything in a 1-mile radius. XR or GR to resist.
Grey Earth (Nanokinesis Ultra, 285 PSPs): Without save, release self-replicating nanites across a 10-mile radius until no structure remains. XR or GR to resist.
Naturakinesis - Manipulate Nature
Bloomwhisper (Naturakinesis Minor, 2 PSPs): Coax a single bud to blossom or a lone leaf to spiral downward. No save.
Thornspike (Naturakinesis Minor, 6 PSPs): Hurl a razor-keen briar thorn at a foe, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Snarepatch (Naturakinesis Minor, 9 PSPs): Spread a mat of roots and vines over a 5-ft square, slowing movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Vinebind Coil (Naturakinesis Major, 6 PSPs): Wrap a creature in constricting vine tendrils for 3 rds. Str save DC 10+SL+Str bonus negates.
Branchpiercer (Naturakinesis Major, 20 PSPs): Drive a hardened wooden spear through the air, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Briarburst (Naturakinesis Major, 38 PSPs): Detonate a 20-ft radius with erupting thorn clusters, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Vinegaol (Naturakinesis Grand, 9 PSPs): Weave living vines into an unyielding cage for 3 rds. Str save DC 10+SL+Str bonus negates.
Oakhammer (Naturakinesis Grand, 54 PSPs): Drop an ancient tree trunk onto a foe, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Grovehowl (Naturakinesis Grand, 91 PSPs): Unleash rampant growth in a 40-ft radius, battering foes for 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Growthfreeze (Naturakinesis Super, 20 PSPs): Arrest all plant growth in a 60-ft radius for 1 rd. No save.
Verdict of the Wild (Naturakinesis Super, 104 PSPs): Summon a colossal bloombeast to crush a target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Verdant Tempest (Naturakinesis Super, 183 PSPs): Sustain feral plant growth in a 60-ft radius for 3 rds, each dealing 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Rootcleave Extinction (Naturakinesis Ultra, 44 PSPs): Without save, strip every trace of plant life from a 1-mile radius. XR or GR to resist.
Jungle Surge (Naturakinesis Ultra, 165 PSPs): Without save, swamp a 1-mile radius in predatory jungle growth. XR or GR to resist.
Gaia s Reckoning (Naturakinesis Ultra, 285 PSPs): Without save, let nature devour a 10-mile radius in violent reclamation. XR or GR to resist.
Necrokinesis - Manipulate The Dead
Mortflicker (Necrokinesis Minor, 2 PSPs): Make a corpse twitch, shudder, or let out a faint post-mortem sigh. No save.
Bonequill (Necrokinesis Minor, 6 PSPs): Shoot a needle-fine bone shard at a foe, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Gravefinger (Necrokinesis Minor, 9 PSPs): Animate a skeletal finger or hand to perform a trivial task. No save.
Skeletal Snare (Necrokinesis Major, 6 PSPs): Bind a target in bone-jointed restraints for 3 rds. Str save DC 10+SL+Str bonus negates.
Marrowlance (Necrokinesis Major, 20 PSPs): Launch a massive, jagged bone spear, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Corpseburst (Necrokinesis Major, 38 PSPs): Detonate corpses in a 20-ft radius into shrapnel bone, dealing 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Bonevault (Necrokinesis Grand, 9 PSPs): Lock a target inside a cage of ossified limbs for 3 rds. Str save DC 10+SL+Str bonus negates.
Skullhammer (Necrokinesis Grand, 54 PSPs): Slam a gargantuan skull fragment onto a foe, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Gravestorm (Necrokinesis Grand, 91 PSPs): Raise an undead swarm within a 40-ft radius, striking for 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Thanatos Lock (Necrokinesis Super, 20 PSPs): Paralyze all undead in a 60-ft radius for 1 rd. No save.
Mortis Verdict (Necrokinesis Super, 104 PSPs): Summon an undead behemoth to crush a target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Charnel Tempest (Necrokinesis Super, 183 PSPs): Keep an undead tide raging in a 60-ft radius for 3 rds, each dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Pale Dominion (Necrokinesis Ultra, 44 PSPs): Without save, raise every corpse in a 1-mile radius into obedient undeath. XR or GR to resist.
Ossuary Cataclysm (Necrokinesis Ultra, 165 PSPs): Without save, amalgamate all dead in a 1-mile radius into one monstrous corpse-colossus. XR or GR to resist.
Death s Dominion (Necrokinesis Ultra, 286 PSPs): Without save, turn a 10-mile radius into a realm ruled by the dead. XR or GR to resist.
Nega‑Ergokinesis - Manipulate Dark Energy
Shadowflicker (Nega-Ergokinesis Minor, 2 PSPs): Momentarily siphon light from a flame or glow, leaving a brief void. No save.
Umbral Bolt (Nega-Ergokinesis Minor, 6 PSPs): Fire a needle of shadowstuff, dealing 2d8 necrotic dmg. Dex save DC 10+SL+Dex bonus halves.
Eclipse Patch (Nega-Ergokinesis Minor, 9 PSPs): Generate a 5-ft field of smothering darkness that dulls energy. No save.
Shadowbind (Nega-Ergokinesis Major, 6 PSPs): Shackle a target with inky tendrils for 3 rds. Str save DC 10+SL+Str bonus negates.
Voidpiercer (Nega-Ergokinesis Major, 20 PSPs): Drill a line of concentrated black energy through a foe, dealing 6d8 necrotic dmg. Dex save DC 10+SL+Dex bonus halves.
Abyssburst (Nega-Ergokinesis Major, 39 PSPs): Erupt a 20-ft radius in shadowflame, dealing 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Nullsphere (Nega-Ergokinesis Grand, 9 PSPs): Seal a creature in a bubble of absolute dark for 3 rds. Str save DC 10+SL+Str bonus negates.
Oblivion Crush (Nega-Ergokinesis Grand, 54 PSPs): Collapse shadow energy inward on a foe, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Umbral Maelstrom (Nega-Ergokinesis Grand, 92 PSPs): Swirl destructive darkness in a 40-ft radius, dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Stasis of Night (Nega-Ergokinesis Super, 20 PSPs): Halt the movement of all dark energies in a 60-ft radius for 1 rd. No save.
Obsidian Verdict (Nega-Ergokinesis Super, 104 PSPs): Smash a target with a titanic mass of voidstuff, dealing 15d8 necrotic dmg. Dex save DC 10+SL+Dex bonus halves.
Eternal Tempest (Nega-Ergokinesis Super, 182 PSPs): Keep a shadowstorm raging in a 60-ft radius for 3 rds, each dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Lightbane Extinction (Nega-Ergokinesis Ultra, 43 PSPs): Without save, swallow all light and energy in a 1-mile radius. XR or GR to resist.
Black Sunfall (Nega-Ergokinesis Ultra, 164 PSPs): Without save, collapse all energy forms in a 1-mile radius into the void. XR or GR to resist.
Night Eternal (Nega-Ergokinesis Ultra, 285 PSPs): Without save, drown a 10-mile radius in everlasting darkness. XR or GR to resist.
Negikinesis - Manipulate Negativity Forces
Mood Lighting (Negikinesis Minor, 2 PSPs): Dim the emotional ambiance just enough to ruin someone s day. Target takes −1 on its next attack roll. Wis save DC 10+SL+Wis bonus negates.
Snide Remark (Negikinesis Minor, 6 PSPs): Hurl a condensed jab of psychic negativity. Deals 2d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Pity Party Favor (Negikinesis Minor, 9 PSPs): Emit a 5-ft aura of mutual moping. Disadvantage on morale-based checks for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Self-Pity Shackles (Negikinesis Major, 6 PSPs): Bind a creature in its own tragic backstory for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Downer Harpoon (Negikinesis Major, 20 PSPs): Skewer the soul with a streak of weaponized gloom. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Party s Over (Negikinesis Major, 39 PSPs): Blanket a 20-ft radius in emotional rainclouds. Deals 8d6 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Melancholy Bubble (Negikinesis Grand, 10 PSPs): Encase a creature in a force sphere of bad memories for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Guilt Anvil (Negikinesis Grand, 54 PSPs): Drop the crushing weight of self-loathing on the target. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Tornado of Tears (Negikinesis Grand, 92 PSPs): A 40-ft radius vortex of weaponized sobbing. Deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Existential Freeze (Negikinesis Super, 20 PSPs): Everyone within 60 ft is locked in the what s the point? stare for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Life Audit (Negikinesis Super, 104 PSPs): Force a target to relive every mistake in high-definition clarity. Deals 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Storm of Sobs (Negikinesis Super, 183 PSPs): Sustain a 3-rd, 60-ft despair blizzard. Each rd deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Hope Vacuum (Negikinesis Ultra, 43 PSPs): Without save, extract optimism from a 1-mile radius like you re siphoning gas. XR or GR resists.
Permanent Funk (Negikinesis Ultra, 166 PSPs): Without save, set the local mood to permanently 2008 emo. XR or GR resists.
Why Bother? (Negikinesis Ultra, 285 PSPs): Without save, nuke the will to live across a 10-mile radius. XR or GR resists.
Nemakinesis - Manipulate Cloth
Threadbare Flick (Nemakinesis Minor, 2 PSPs): Pettily tug a loose thread just to watch someone s sleeve unravel. No save.
Hemline Harpoon (Nemakinesis Minor, 6 PSPs): Launch a hardened stitch straight to the ribs. Deals 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Wardrobe Malfunction (Nemakinesis Minor, 9 PSPs): Whip up a 5-ft snare of twisted yarn, halving movement for 1 rd. Str save DC 10+SL+Str bonus negates.
Cocoon Couture (Nemakinesis Major, 6 PSPs): Wrap a creature in bespoke magical thread for 3 rds. Str save DC 10+SL+Str bonus negates.
Runway Lance (Nemakinesis Major, 20 PSPs): Fire a spear-sized sewing needle worthy of a divine tailor. Deals 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Closet Explosion (Nemakinesis Major, 38 PSPs): Make every stitch in a 20-ft radius lash out like it s allergic to you. Deals 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Linen Tomb (Nemakinesis Grand, 9 PSPs): Smother a creature in layer after layer of oppressive fabric. Str save DC 10+SL+Str bonus negates.
Tight Stitch (Nemakinesis Grand, 54 PSPs): Cinch your target so tight it hurts. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Seam Ripper Storm (Nemakinesis Grand, 91 PSPs): Threads lash in a 40-ft radius like a haberdasher s nightmare. Deals 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Wardrobe Freeze (Nemakinesis Super, 20 PSPs): All fabric in a 60-ft radius stops dead, mid-swish. No save.
Fashion Verdict (Nemakinesis Super, 104 PSPs): Deliver a runway-ending needle impalement. Deals 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Tailor s Tempest (Nemakinesis Super, 182 PSPs): Three-rd 60-ft radius flurry of whipping thread. Each rd deals 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Fabric Collapse (Nemakinesis Ultra, 42 PSPs): Without save, unravel or bind every scrap of cloth in a 1-mile radius. XR or GR resists.
Razor Loom (Nemakinesis Ultra, 165 PSPs): Without save, weave all fabric into weaponized death-strands. XR or GR resists.
Grandmother s Revenge (Nemakinesis Ultra, 284 PSPs): Without save, engulf a 10-mile radius in sentient knitting with murder on its mind. XR or GR resists.
Neurokinesis - Manipulate Thoughts
Mind Spark (Neurokinesis Minor, 2 PSPs): Plant a stray intrusive thought and watch the confusion bloom. Int save DC 10+SL+Int bonus negates.
Brain Barb (Neurokinesis Minor, 6 PSPs): Fire a spined shard of mental noise. Deals 2d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Idea Booster (Neurokinesis Minor, 9 PSPs): Hand a friendly brain a mental energy drink, +21 to next Int check. No save.
Paralytic Epiphany (Neurokinesis Major, 6 PSPs): Overwhelm a creature with a thought so big they can t move for 3 rds. Int save DC 10+SL+Int bonus negates.
Cranial Lance (Neurokinesis Major, 20 PSPs): Punch a mental drill straight through their focus. Deals 6d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Brainstorm Bomb (Neurokinesis Major, 39 PSPs): Detonate conflicting thoughts in a 20-ft radius. Deals 8d6 psychic dmg. Int save DC 10+SL+Int bonus halves.
Thought Maze (Neurokinesis Grand, 9 PSPs): Trap a mind in its own unsolvable crossword. Int save DC 10+SL+Int bonus negates.
Memory Compactor (Neurokinesis Grand, 54 PSPs): Smash thought patterns into useless pulp. Deals 6d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Inspiration Hurricane (Neurokinesis Grand, 91 PSPs): 40-ft storm of invasive what if s. Deals 10d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Cognitive Shutdown (Neurokinesis Super, 20 PSPs): Thought ceases in a 60-ft radius, blissfully blank. No save.
Psyche Verdict (Neurokinesis Super, 104 PSPs): Break a mind like a bad contract. Deals 15d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Static Tempest (Neurokinesis Super, 183 PSPs): Three-rd 60-ft barrage of psychic white noise. Each rd deals 10d8 psychic dmg. Int save DC 10+SL+Int bonus halves.
Tabula Rasa (Neurokinesis Ultra, 44 PSPs): Without save, wipe all coherent thought in a 1-mile radius. XR or GR resists.
Neural Rewrite (Neurokinesis Ultra, 166 PSPs): Without save, install entirely new personalities en masse. XR or GR resists.
Lobotomy Horizon (Neurokinesis Ultra, 286 PSPs): Without save, erase higher brain function for 10 miles in all directions. XR or GR resists.
Nihilikinesis - Manipulate Nothingness
Dust to Dust (Nihilikinesis Minor, 2 PSPs): Pettily erase a single speck from reality because you can. No save.
Pinprick Void (Nihilikinesis Minor, 6 PSPs): Launch a pinpoint of nothing. Deals 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Pocket Hole (Nihilikinesis Minor, 9 PSPs): Open a 5-ft patch of non-existence for stuff to drop through harmlessly. No save.
Spatial Snip (Nihilikinesis Major, 6 PSPs): Cut away the space holding a creature for 3 rds. Str save DC 10+SL+Str bonus negates.
Reality Lance (Nihilikinesis Major, 20 PSPs): Fire a beam that s just not there. Deals 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Blink Collapse (Nihilikinesis Major, 39 PSPs): Pop a 20-ft radius out of reality for an instant. Deals 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Nothing Cage (Nihilikinesis Grand, 10 PSPs): Bubble of absolute void around a creature for 3 rds. Str save DC 10+SL+Str bonus negates.
Hollow Drop (Nihilikinesis Grand, 54 PSPs): Yank away the space under someone s feet. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Annihilation Squall (Nihilikinesis Grand, 91 PSPs): 40-ft storm of erasure. Deals 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Reality Pause (Nihilikinesis Super, 20 PSPs): Hit pause on the universe in a 60-ft radius for 1 rd. No save.
Void Verdict (Nihilikinesis Super, 104 PSPs): Apply pure nothingness to the problem. Deals 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Nullstorm (Nihilikinesis Super, 183 PSPs): Three-rd 60-ft tempest of non-existence. Each rd deals 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Matter Wipe (Nihilikinesis Ultra, 42 PSPs): Without save, erase all matter and energy for 1 mile. XR or GR resists.
Existence Collapse (Nihilikinesis Ultra, 164 PSPs): Without save, annihilate all life and space in a 1-mile radius. XR or GR resists.
Final Redaction (Nihilikinesis Ultra, 284 PSPs): Without save, delete a 10-mile radius from every map and plane. XR or GR resists.
Nitrokinesis - Manipulate Explosions
Spark Snap (Nitrokinesis Minor, 2 PSPs): Pop a tiny harmless firecracker for intimidation or laughs. No save.
Bangshot (Nitrokinesis Minor, 6 PSPs): Fire a mini-grenade at someone s day. Deals 2d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Hotfoot Trap (Nitrokinesis Minor, 9 PSPs): Plant a 5-ft explosive that pops next rd. Dex save DC 10+SL+Dex bonus halves.
Boom Collar (Nitrokinesis Major, 6 PSPs): Strap an explosive to a target set to go off in 3 rds. Dex save DC 10+SL+Dex bonus negates.
Rocket Lance (Nitrokinesis Major, 20 PSPs): Launch a high-speed explosive spear. Deals 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Fireworks Finale (Nitrokinesis Major, 38 PSPs): 20-ft radius detonation worthy of a summer festival gone wrong. Deals 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Powder Keg Prison (Nitrokinesis Grand, 9 PSPs): Encircle a target with a ring of primed explosives. Str save DC 10+SL+Str bonus negates.
Payload Drop (Nitrokinesis Grand, 54 PSPs): Drop a bomb on their hopes and dreams. Deals 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Blastwave Cyclone (Nitrokinesis Grand, 91 PSPs): 40-ft radius barrage of relentless explosions. Deals 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Combustion Freeze (Nitrokinesis Super, 20 PSPs): Suspend all flammable material in a 60-ft radius for 1 rd. No save.
Detonation Verdict (Nitrokinesis Super, 103 PSPs): Deliver one big, cinematic boom to a single target. Deals 15d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Bombardment Tempest (Nitrokinesis Super, 182 PSPs): Three-rd 60-ft rain of explosions. Each rd deals 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Chain Reaction (Nitrokinesis Ultra, 44 PSPs): Without save, trigger every possible explosion in 1 mile. XR or GR resists.
Saturation Bombing (Nitrokinesis Ultra, 165 PSPs): Without save, erase a 1-mile radius in coordinated detonations. XR or GR resists.
Megaton Curtain (Nitrokinesis Ultra, 286 PSPs): Without save, bury a 10-mile radius under non-stop blasts. XR or GR resists.
Nixukinesis - Manipulate Pressure
Barometric Prank (Nixukinesis Minor, 2 PSPs): Slightly tweak the air pressure in a small space just to mess with someone s ears. No save.
Compressed Punch (Nixukinesis Minor, 6 PSPs): Fire a bolt of hyper-pressurized air that hits like a sack of bricks. Deals 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Weather Bubble (Nixukinesis Minor, 9 PSPs): Make a 5-ft square feel like the top of Everest or the bottom of the Mariana Trench. No save.
Atmospheric Vise (Nixukinesis Major, 6 PSPs): Clamp a creature in place with crushing air pressure for 3 rds. Str save DC 10+SL+Str bonus negates.
Jet Lance (Nixukinesis Major, 20 PSPs): Blast a stream of high-pressure air or liquid straight through them. Deals 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Shockwave Pop (Nixukinesis Major, 39 PSPs): Trigger a 20-ft radius atmospheric punch to the gut. Deals 8d6 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Pressure Capsule (Nixukinesis Grand, 10 PSPs): Seal a creature in an invisible, unyielding pressure bubble for 3 rds. Str save DC 10+SL+Str bonus negates.
Crush Depth (Nixukinesis Grand, 54 PSPs): Subject a target to deep-sea levels of pressure in seconds. Deals 6d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Squall Zone (Nixukinesis Grand, 91 PSPs): Alter air or water pressure in a 40-ft radius until bones creak. Deals 10d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Atmosphere Freeze (Nixukinesis Super, 20 PSPs): Lock all atmospheric pressure in a 60-ft radius like it s vacuum-sealed. No save.
Implosion Verdict (Nixukinesis Super, 104 PSPs): Collapse atmospheric pressure instantly onto a single target. Deals 15d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Cyclone of Weight (Nixukinesis Super, 183 PSPs): Three rds of violent pressure shifts in a 60-ft radius. Each deals 10d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Breathless Horizon (Nixukinesis Ultra, 43 PSPs): Without save, alter pressure in a 1-mile radius to lethal extremes. XR or GR resists.
Atmospheric End (Nixukinesis Ultra, 165 PSPs): Without save, crush or burst all life in a 1-mile radius. XR or GR resists.
Skyfall Collapse (Nixukinesis Ultra, 285 PSPs): Without save, blanket a 10-mile radius in decompression carnage. XR or GR resists.
Nocikinesis - Manipulate Nerves
Pins & Needles (Nocikinesis Minor, 2 PSPs): Cause a quick, annoying tingle somewhere inconvenient. No save.
Nerve Javelin (Nocikinesis Minor, 6 PSPs): Launch a jolt straight into someone s pain centers. Deals 2d8 lightning dmg. Con save DC 10+SL+Con bonus halves.
Dead Spot (Nocikinesis Minor, 9 PSPs): Numb a 5-ft square so thoroughly it might as well not exist for a rd. No save.
Signal Jam (Nocikinesis Major, 6 PSPs): Lock a creature s nerve impulses, leaving them stuck for 3 rds. Con save DC 10+SL+Con bonus negates.
Synapse Lance (Nocikinesis Major, 20 PSPs): Deliver a piercing pulse that lights up every nerve at once. Deals 6d8 lightning dmg. Con save DC 10+SL+Con bonus halves.
Painstorm (Nocikinesis Major, 38 PSPs): Overload the nerve endings in a 20-ft radius like a million paper cuts. Deals 8d6 lightning dmg. Con save DC 10+SL+Con bonus halves.
Neural Cage (Nocikinesis Grand, 9 PSPs): Encapsulate a creature in a complete nerve signal lock for 3 rds. Con save DC 10+SL+Con bonus negates.
Total Short (Nocikinesis Grand, 54 PSPs): Shut down every nerve signal at once. Deals 6d8 lightning dmg. Con save DC 10+SL+Con bonus halves.
Neurostorm (Nocikinesis Grand, 91 PSPs): Blanket a 40-ft radius in writhing neural chaos. Deals 10d8 lightning dmg. Con save DC 10+SL+Con bonus halves.
Nerve Freeze (Nocikinesis Super, 20 PSPs): End all nerve activity in a 60-ft radius for 1 rd. No save.
Pain Verdict (Nocikinesis Super, 104 PSPs): Overwhelm a single target with catastrophic nerve overload. Deals 15d8 lightning dmg. Con save DC 10+SL+Con bonus halves.
Signal Tempest (Nocikinesis Super, 182 PSPs): Maintain a 60-ft radius storm of nerve disruption for 3 rds. Each deals 10d8 lightning dmg. Con save DC 10+SL+Con bonus halves.
Spinal Silence (Nocikinesis Ultra, 44 PSPs): Without save, stop every nerve impulse in a 1-mile radius. XR or GR resists.
Shockwave Collapse (Nocikinesis Ultra, 166 PSPs): Without save, overload nerves to lethal capacity in a 1-mile radius. XR or GR resists.
Neurological Nightfall (Nocikinesis Ultra, 285 PSPs): Without save, wipe out nerve function for every living thing in a 10-mile radius. XR or GR resists.
Nosokinesis - Manipulate Disease
Germ Tick (Nosokinesis Minor, 2 PSPs): Create or erase one utterly harmless bacterium. No save.
Sneeze Shot (Nosokinesis Minor, 6 PSPs): Launch a germy microbe that hits like the world s rudest cough. Deals 2d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Sick Spot (Nosokinesis Minor, 9 PSPs): Make a 5-ft zone mildly contagious for a rd. Con save DC 10+SL+Con bonus negates.
Fever Lock (Nosokinesis Major, 6 PSPs): Infect a creature with three days worth of misery in 3 rds. Con save DC 10+SL+Con bonus negates.
Viral Lance (Nosokinesis Major, 20 PSPs): Deliver a dose of condensed plague power. Deals 6d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Outbreak Pulse (Nosokinesis Major, 39 PSPs): Unleash a mini-plague in a 20-ft radius. Deals 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Miasma Cell (Nosokinesis Grand, 10 PSPs): Trap a creature in a floating disease cloud for 3 rds. Con save DC 10+SL+Con bonus negates.
Pathogen Flood (Nosokinesis Grand, 54 PSPs): Overwhelm with viral load until collapse. Deals 6d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Pestilence Surge (Nosokinesis Grand, 91 PSPs): Infect a 40-ft radius in a wave of plague. Deals 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Quarantine Freeze (Nosokinesis Super, 20 PSPs): Halt all disease activity in a 60-ft radius for 1 rd. No save.
Pandemic Verdict (Nosokinesis Super, 104 PSPs): Inflict a catastrophic engineered disease on a single target. Deals 15d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Contagion Tempest (Nosokinesis Super, 183 PSPs): Three-rd 60-ft epidemic storm. Each rd deals 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Plague Horizon (Nosokinesis Ultra, 44 PSPs): Without save, infect all living beings in 1 mile with terminal illness. XR or GR resists.
Pathogen Collapse (Nosokinesis Ultra, 166 PSPs): Without save, mutate all microbes in 1 mile into lethal killers. XR or GR resists.
Epidemic Wasteland (Nosokinesis Ultra, 285 PSPs): Without save, turn a 10-mile radius into a plague-ridden graveyard. XR or GR resists.
Nucleokinesis - Manipulate Nuclear Substances
Atomic Tap (Nucleokinesis Minor, 2 PSPs): Jostle the heart of a single atom just to prove you can. No save.
Fission Bolt (Nucleokinesis Minor, 6 PSPs): Fire a nuclear-charged dart. Deals 2d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Glow Patch (Nucleokinesis Minor, 9 PSPs): Make a 5-ft square glow with harmless radiation. No save.
Isotope Snare (Nucleokinesis Major, 6 PSPs): Restrain a creature in buzzing nuclear energy for 3 rds. Str save DC 10+SL+Str bonus negates.
Particle Lance (Nucleokinesis Major, 20 PSPs): Fire a beam of weaponized atomic power. Deals 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Microburst (Nucleokinesis Major, 39 PSPs): Pop a tiny nuke in a 20-ft radius. Deals 8d6 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Containment Sphere (Nucleokinesis Grand, 10 PSPs): Trap a creature in a nuclear prison bubble for 3 rds. Str save DC 10+SL+Str bonus negates.
Fusion Crush (Nucleokinesis Grand, 54 PSPs): Smash atomic bonds into a burst of lethal light. Deals 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Fallout Squall (Nucleokinesis Grand, 91 PSPs): Bathe a 40-ft radius in raw nuclear fury. Deals 10d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Reactor Freeze (Nucleokinesis Super, 20 PSPs): Halt nuclear reactions in a 60-ft radius for 1 rd. No save.
Critical Verdict (Nucleokinesis Super, 104 PSPs): Strike a target with concentrated fission death. Deals 15d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Atomic Tempest (Nucleokinesis Super, 183 PSPs): Maintain a nuclear storm in a 60-ft radius for 3 rds. Each deals 10d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Fission Horizon (Nucleokinesis Ultra, 44 PSPs): Without save, unleash a nuclear wave across 1 mile. XR or GR resists.
Meltdown Collapse (Nucleokinesis Ultra, 165 PSPs): Without save, saturate a 1-mile radius with lethal fallout. XR or GR resists.
Chain Reaction End (Nucleokinesis Ultra, 286 PSPs): Without save, trigger a web of nuclear blasts across 10 miles. XR or GR resists.
Odikinesis - Manipulate Hatred
Petty Scowl (Odikinesis Minor, 2 PSPs): Momentarily crank up a creature s irritation toward someone just to watch the sparks. Wis save DC 10+SL+Wis bonus negates.
Malice Bolt (Odikinesis Minor, 6 PSPs): Fire a splinter of raw spite. Deals 2d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Mood Spoiler (Odikinesis Minor, 9 PSPs): Create a 5-ft aura that kills teamwork on contact. Disadvantage on cooperative actions for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Vendetta Grip (Odikinesis Major, 6 PSPs): Lock a creature into tunnel-vision hatred for one target for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Spite Lance (Odikinesis Major, 20 PSPs): Deliver a psychic spear of distilled malice. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Blood-Boil Burst (Odikinesis Major, 38 PSPs): Drown a 20-ft radius in seething hate. Deals 8d6 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Enemy World (Odikinesis Grand, 10 PSPs): Trap a creature in an illusion where everyone wants it dead for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Loathing Slam (Odikinesis Grand, 54 PSPs): Crush a mind under the unbearable weight of hatred. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Wrathstorm (Odikinesis Grand, 91 PSPs): Turn a 40-ft radius into a cauldron of mutual loathing. Deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Brawl Spark (Odikinesis Super, 20 PSPs): Make everyone in 60 ft suddenly want to hit each other more than you. Wis save DC 10+SL+Wis bonus negates.
Hatred Verdict (Odikinesis Super, 103 PSPs): Condense malice into a brain-piercing strike. Deals 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Animosity Tempest (Odikinesis Super, 182 PSPs): Three rds of a 60-ft hate-storm. Each deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Bitter Horizon (Odikinesis Ultra, 42 PSPs): Without save, saturate a 1-mile radius with endless hate. XR or GR resists.
Murder Pact (Odikinesis Ultra, 165 PSPs): Without save, make every being in a 1-mile radius fight to the death. XR or GR resists.
Compassion Blackout (Odikinesis Ultra, 285 PSPs): Without save, strip all kindness from a 10-mile radius. XR or GR resists.
Oleokinesis - Manipulate Oil
Oil Drip Trick (Oleokinesis Minor, 2 PSPs): Make a drop of oil do a party trick. No save.
Molotov Marble (Oleokinesis Minor, 6 PSPs): Launch a gobbet of burning oil. Deals 2d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Slip Zone (Oleokinesis Minor, 9 PSPs): Coat a 5-ft square in oil slick that sends feet flying. Dex save DC 10+SL+Dex bonus negates.
Grease Grip (Oleokinesis Major, 6 PSPs): Snare a creature in clinging oil for 3 rds. Str save DC 10+SL+Str bonus negates.
Flame Jet (Oleokinesis Major, 20 PSPs): Fire a burning oil stream that sticks and sears. Deals 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Spill-n-Ignite (Oleokinesis Major, 39 PSPs): Flood a 20-ft radius in oil, then light it up. Deals 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Tar Tomb (Oleokinesis Grand, 10 PSPs): Encapsulate a target in hardened oil for 3 rds. Str save DC 10+SL+Str bonus negates.
Bitumen Smash (Oleokinesis Grand, 54 PSPs): Drop a block of hardened crude on them. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Petrolstorm (Oleokinesis Grand, 91 PSPs): Spray a 40-ft radius with oil mist just waiting for a spark. Deals 10d8 fire dmg if ignited. Dex save DC 10+SL+Dex bonus halves.
Pipeline Freeze (Oleokinesis Super, 20 PSPs): Halt all oil movement in a 60-ft radius for 1 rd. No save.
Incendiary Verdict (Oleokinesis Super, 104 PSPs): Drench and torch a target. Deals 15d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Fire-Rain Tempest (Oleokinesis Super, 183 PSPs): Three-rd 60-ft flammable storm. Each deals 10d8 fire dmg if lit. Dex save DC 10+SL+Dex bonus halves.
Black Tide (Oleokinesis Ultra, 44 PSPs): Without save, flood a 1-mile radius with oil. XR or GR resists.
Burning Sea (Oleokinesis Ultra, 165 PSPs): Without save, cover a 1-mile radius in burning crude. XR or GR resists.
Inferno Spill (Oleokinesis Ultra, 286 PSPs): Without save, drown a 10-mile radius in flaming oil. XR or GR resists.
Omnikinesis - Manipulate Every Kinetic Ability (costs ten times the resources)
Wildcard Flick (Omnikinesis Minor, 2 PSPs): Copy any minor kinesis trick for a one-off stunt. No save.
Copycat Bolt (Omnikinesis Minor, 6 PSPs): Fire a 2d8 dmg shot of any type you fancy. Save type varies.
Patchwork Field (Omnikinesis Minor, 9 PSPs): Make a 5-ft zone with any minor kinesis effect. Save type varies.
Jack-of-All-Snare (Omnikinesis Major, 6 PSPs): Restrain someone using whichever major kinesis feels right. Save type varies.
Mimic Lance (Omnikinesis Major, 20 PSPs): Hit with a 6d8 strike of any element or force. Save type varies.
Grab-Bag Burst (Omnikinesis Major, 38 PSPs): Hit a 20-ft radius with a major-tier borrowed effect. Deals 8d6 dmg. Save type varies.
Swiss-Army Cell (Omnikinesis Grand, 10 PSPs): Trap someone using a grand-tier effect from any kinesis. Save type varies.
One-Up Smash (Omnikinesis Grand, 54 PSPs): Strike for 6d8 dmg with a grand-tier borrowed ability. Save type varies.
Kitchen Sink Storm (Omnikinesis Grand, 91 PSPs): Unleash a 40-ft radius effect from any grand-tier kinesis. Deals 10d8 dmg. Save type varies.
Total Freeze (Omnikinesis Super, 20 PSPs): Shut down all kinetic powers in a 60-ft radius for 1 rd. No save.
Apex Verdict (Omnikinesis Super, 104 PSPs): Hit with a 15d8 dmg strike using the optimal kinesis. Save type varies.
Patchwork Tempest (Omnikinesis Super, 183 PSPs): Three-rd 60-ft storm of mixed super-tier effects. Deals 10d8 dmg. Save type varies.
Full Spectrum End (Omnikinesis Ultra, 44 PSPs): Without save, unleash every kinesis type over 1 mile. XR or GR resists.
Cascade Collapse (Omnikinesis Ultra, 165 PSPs): Without save, drown a 1-mile radius in chained kinesis disasters. XR or GR resists.
All-Things Apocalypse (Omnikinesis Ultra, 286 PSPs): Without save, hit a 10-mile radius with every ultimate power at once. XR or GR resists.
Oneirokinesis - Manipulate Dreams
Sleep Stumble (Oneirokinesis Minor, 2 PSPs): Drop a harmless odd image into someone s dream for laughs. No save.
Night-Spike (Oneirokinesis Minor, 6 PSPs): Jab a nightmare into a target s head. Deals 2d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Slumber Patch (Oneirokinesis Minor, 9 PSPs): Make a 5-ft zone give dreamers calm visions. No save.
Endless Loop (Oneirokinesis Major, 6 PSPs): Trap a sleeper in the same nightmare scene for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Dream-Spear (Oneirokinesis Major, 20 PSPs): Hurl a psychic spike from dream-stuff. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
REM Burst (Oneirokinesis Major, 39 PSPs): Flood a 20-ft radius with intrusive dream images. Deals 8d6 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Stasis Dream (Oneirokinesis Grand, 10 PSPs): Lock a creature in a dream world for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Nightmare Collapse (Oneirokinesis Grand, 54 PSPs): Smash a dream into terror. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Shared Horror (Oneirokinesis Grand, 91 PSPs): Force a 40-ft radius into a collective nightmare. Deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Slumber Freeze (Oneirokinesis Super, 20 PSPs): Pause all dreaming in a 60-ft radius. No save.
Nightmare Verdict (Oneirokinesis Super, 104 PSPs): Imprison a mind in its worst dream. Deals 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Dreamstorm (Oneirokinesis Super, 183 PSPs): Three-rd nightmare storm in a 60-ft radius. Each deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Dreamless Horizon (Oneirokinesis Ultra, 44 PSPs): Without save, erase all dreaming in 1 mile. XR or GR resists.
Eternal Terror (Oneirokinesis Ultra, 166 PSPs): Without save, lock 1 mile into unending nightmares. XR or GR resists.
Sleepworld Apocalypse (Oneirokinesis Ultra, 286 PSPs): Without save, trap all minds in a 10-mile dream prison. XR or GR resists.
Onychokinesis - Manipulate Body Nails
Cuticle Flick (Onychokinesis Minor, 2 PSPs): Make a single nail grow or shrink just enough to bother someone. No save.
Claw Shot (Onychokinesis Minor, 6 PSPs): Launch a hardened nail shard with surgical spite. Deals 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Manicure Patch (Onychokinesis Minor, 9 PSPs): Grow nails into a light armor plate over 5 ft of surface (+1 AC) for 1 rd. No save.
Keratin Cage (Onychokinesis Major, 6 PSPs): Snare a creature in claw-like nail growths for 3 rds. Str save DC 10+SL+Str bonus negates.
Talonspear (Onychokinesis Major, 20 PSPs): Fire an elongated claw spike worthy of a bird of prey. Deals 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Clawburst (Onychokinesis Major, 39 PSPs): Cause nails to erupt in a 20-ft radius like shrapnel. Deals 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Keratin Tomb (Onychokinesis Grand, 10 PSPs): Seal a creature in hardened nails for 3 rds. Str save DC 10+SL+Str bonus negates.
Nail Hammer (Onychokinesis Grand, 54 PSPs): Slam a target with a giant keratin bludgeon. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Claw Cyclone (Onychokinesis Grand, 91 PSPs): Swirl hardened nails in a 40-ft radius like a blender from hell. Deals 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Cuticle Freeze (Onychokinesis Super, 20 PSPs): Stop all nail growth and keratin tricks in a 60-ft radius for 1 rd. No save.
Claw Verdict (Onychokinesis Super, 104 PSPs): Impale a target with monstrous nail spikes. Deals 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Keratin Tempest (Onychokinesis Super, 183 PSPs): Three-rd 60-ft storm of slicing nails. Each deals 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Keratin Horizon (Onychokinesis Ultra, 44 PSPs): Without save, weaponize all keratin in a 1-mile radius. XR or GR resists.
Clawblight (Onychokinesis Ultra, 165 PSPs): Without save, trigger uncontrollable nail growth and weaponization in a 1-mile radius. XR or GR resists.
Manicure Apocalypse (Onychokinesis Ultra, 286 PSPs): Without save, cover a 10-mile radius in lethal keratin constructs. XR or GR resists.
Ophidokinesis - Manipulate Serpentine Traits
Snake Whisper (Ophidokinesis Minor, 2 PSPs): Calm or lure one nonhostile serpent for 1 minute. No save.
Venom Flick (Ophidokinesis Minor, 6 PSPs): Apply a minor venom to a weapon (+1 poison dmg for 1 round). No save.
Forked Senses (Ophidokinesis Minor, 8 PSPs): Gain advantage on smell and taste checks for 1 minute. No save.
Coil Grip (Ophidokinesis Major, 5 PSPs): Constrict one creature within 10 ft, reducing speed to 0 for 1 round. Str save DC 10+SL+Str bonus negates.
Venom Spit (Ophidokinesis Major, 19 PSPs): Spit venom up to 15 ft, dealing 3d8 poison damage. Con save DC 10+SL+Con bonus halves.
Snake Strike (Ophidokinesis Major, 38 PSPs): Deal 6d8 piercing + poison dmg to one creature in melee. Con save halves poison damage.
Serpent Swarm (Ophidokinesis Grand, 9 PSPs): Summon a swarm of spectral snakes to occupy a 20-ft radius for 3 rounds. No save.
Petrifying Fang (Ophidokinesis Grand, 52 PSPs): Bite one creature; on fail, they are restrained in stone for 1 round. Con save DC 10+SL+Con bonus negates.
Snake Skin (Ophidokinesis Grand, 94 PSPs): Grow snake scales, granting resistance to piercing/slashing for 3 rounds. No save.
Venom Cloud (Ophidokinesis Super, 18 PSPs): Release poisonous vapor in a 30-ft radius. Con save halves.
Titan Serpent (Ophidokinesis Super, 103 PSPs): Summon a giant serpent (DL ≤ level) for 3 rounds. No save.
Medusan Glare (Ophidokinesis Super, 182 PSPs): Turn all hostile creatures in a 60-ft cone to stone for 1 round. Con save negates.
World Coil (Ophidokinesis Ultra, 44 PSPs): Without save, summon a serpent large enough to encircle a 1-mile area. XR or GR to resist.
Venom World (Ophidokinesis Ultra, 167 PSPs): Without save, flood a 5-mile radius with lethal venomous fauna. XR or GR to resist.
Cosmic Serpent (Ophidokinesis Ultra, 289 PSPs): Without save, summon an endless serpent to patrol a 10-mile radius. XR or GR to resist.
Opinokinesis - Manipulate Senses
Sensory Nudge (Opinokinesis Minor, 2 PSPs): Slightly sharpen or dull one sense for a petty flex. Wis save DC 10+SL+Wis bonus negates.
Overload Ping (Opinokinesis Minor, 6 PSPs): Spike a single sense until it hurts. Deals 2d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Vertigo Patch (Opinokinesis Minor, 9 PSPs): Create a 5-ft zone of warped sensory input. Wis save DC 10+SL+Wis bonus negates.
Sense Snatch (Opinokinesis Major, 6 PSPs): Remove one sense from a creature for 3 rds, no substitutions. Wis save DC 10+SL+Wis bonus negates.
Sensory Spike (Opinokinesis Major, 20 PSPs): Hit every sense at once like a mental flashbang. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Sensory Flood (Opinokinesis Major, 39 PSPs): Blast a 20-ft radius with overwhelming sensory noise. Deals 8d6 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Null Chamber (Opinokinesis Grand, 10 PSPs): Trap a creature in perfect sensory deprivation for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Sensory Collapse (Opinokinesis Grand, 54 PSPs): Mash all incoming senses into brain-scramble. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Overload Zone (Opinokinesis Grand, 91 PSPs): Drench a 40-ft radius in sensory chaos. Deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Sense Freeze (Opinokinesis Super, 20 PSPs): Lock all sensory changes in a 60-ft radius for 1 rd. No save.
Perception Verdict (Opinokinesis Super, 104 PSPs): Destroy a target s sensory balance in one brutal strike. Deals 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Sensory Tempest (Opinokinesis Super, 183 PSPs): Three-rd 60-ft barrage of sensory overload. Each deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Sensory Blackout (Opinokinesis Ultra, 44 PSPs): Without save, remove all senses from every creature in a 1-mile radius. XR or GR resists.
Perception Ruin (Opinokinesis Ultra, 166 PSPs): Without save, permanently twist all senses in a 1-mile radius. XR or GR resists.
Sensory Apocalypse (Opinokinesis Ultra, 286 PSPs): Without save, erase and scramble sensory input for all beings in a 10-mile radius. XR or GR resists.
Osteokinesis - Manipulate Bones
Splinter Shift (Osteokinesis Minor, 2 PSPs): Nudge a tiny bone in your body just enough to make you question your posture. No save.
Marrow Spike (Osteokinesis Minor, 6 PSPs): Fire a jagged bone shard at someone s day. Deals 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Bone Plate (Osteokinesis Minor, 9 PSPs): Grow a thin bone slab over 5 ft of space or as +11 AC light armor for 1 rd. No save.
Skeletal Snare (Osteokinesis Major, 6 PSPs): Wrap a target in fast-growing bone for 3 rds. Str save DC 10+SL+Str bonus negates.
Ivory Lance (Osteokinesis Major, 20 PSPs): Launch a sharpened bone spear like you mean it. Deals 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Spinal Burst (Osteokinesis Major, 38 PSPs): Make bone spikes erupt in a 20-ft radius like an osteopath s nightmare. Deals 8d6 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Ribcage Prison (Osteokinesis Grand, 10 PSPs): Trap a creature in a bone cage for 3 rds. Str save DC 10+SL+Str bonus negates.
Skeletal Crush (Osteokinesis Grand, 54 PSPs): Squeeze a target with closing bone plates. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Bone Cyclone (Osteokinesis Grand, 91 PSPs): Fill a 40-ft radius with spinning bone shards. Deals 10d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Skeletal Freeze (Osteokinesis Super, 20 PSPs): Lock all bones in a 60-ft radius solid for 1 rd. No save.
Marrow Verdict (Osteokinesis Super, 104 PSPs): Run a target through with towering bone spikes. Deals 15d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Ivory Tempest (Osteokinesis Super, 183 PSPs): Three-rd 60-ft storm of shredding bone. Each deals 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Mass Skeletal Weaponization (Osteokinesis Ultra, 44 PSPs): Without save, turn every bone in a 1-mile radius into a weapon. XR or GR resists.
Skeleton Collapse (Osteokinesis Ultra, 165 PSPs): Without save, shatter every bone in a 1-mile radius. XR or GR resists.
Ossuary Apocalypse (Osteokinesis Ultra, 285 PSPs): Without save, control all skeletons in a 10-mile radius to lethal effect. XR or GR resists.
Oxikinesis - Manipulate Oxygen
O₂ Tease (Oxikinesis Minor, 2 PSPs): Adjust oxygen levels in a 5-ft space just enough to annoy lungs. No save.
O₂ Jet (Oxikinesis Minor, 6 PSPs): Blast a pressurized shot of oxygen that stings like hail. Deals 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Combustion Patch (Oxikinesis Minor, 9 PSPs): Make a 5-ft zone extra flammable. No save.
Breath Snare (Oxikinesis Major, 6 PSPs): Drop local oxygen until the target gasps and wastes its turn. Con save DC 10+SL+Con bonus negates.
Hyper-O Lance (Oxikinesis Major, 20 PSPs): Fire a focused beam of pressurized O₂. Deals 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Flashpoint Burst (Oxikinesis Major, 39 PSPs): Alter oxygen in a 20-ft radius for a fiery 8d6 explosion if lit. Dex save DC 10+SL+Dex bonus halves.
Combustion Bubble (Oxikinesis Grand, 10 PSPs): Trap a creature in a high-O₂ bubble ready to ignite for 3 rds. No save.
Asphyxia Crush (Oxikinesis Grand, 54 PSPs): Drown a target in too much or too little oxygen. Deals 6d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Flamewind Maelstrom (Oxikinesis Grand, 91 PSPs): Create a 40-ft zone of unstable oxygen, dealing 10d8 dmg of the most relevant type. Save varies.
Breath Freeze (Oxikinesis Super, 20 PSPs): Stop oxygen flow entirely in a 60-ft radius for 1 rd. No save.
Pulmonary Verdict (Oxikinesis Super, 104 PSPs): Overload or remove a target s oxygen in one shot. Deals 15d8 dmg. Con save DC 10+SL+Con bonus halves.
Oxidation Tempest (Oxikinesis Super, 183 PSPs): Three-rd 60-ft zone of unstable oxygen. Each deals 10d8 dmg of relevant type. Save varies.
Vacuum Horizon (Oxikinesis Ultra, 43 PSPs): Without save, remove all oxygen from a 1-mile radius. XR or GR resists.
Flashburn Collapse (Oxikinesis Ultra, 165 PSPs): Without save, flood a 1-mile radius with pure oxygen until it ignites. XR or GR resists.
Breathless Apocalypse (Oxikinesis Ultra, 285 PSPs): Without save, suffocate or incinerate all life in a 10-mile radius. XR or GR resists.
Paleokinesis - Manipulate Living Age
Dust-to-Wrinkles (Paleokinesis Minor, 2 PSPs): Age an object a few seconds just for spite. No save.
Wrinkle Bolt (Paleokinesis Minor, 6 PSPs): Rapidly age a patch of skin. Deals 2d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Time-Rot Patch (Paleokinesis Minor, 9 PSPs): Age a 5-ft square of organic matter by days in an instant. No save.
Joint Lock (Paleokinesis Major, 6 PSPs): Stiffen muscles and joints with sudden years. Halves speed for 3 rds. Con save DC 10+SL+Con bonus negates.
Lifespan Lance (Paleokinesis Major, 20 PSPs): Project aging energy like a spotlight on their mortality. Deals 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Century Burst (Paleokinesis Major, 38 PSPs): Age every living thing in a 20-ft radius decades at once. Deals 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Time Cage (Paleokinesis Grand, 10 PSPs): Trap a creature in accelerated time for 3 rds. Con save DC 10+SL+Con bonus negates.
Decade Crush (Paleokinesis Grand, 54 PSPs): Age a creature years in seconds. Deals 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Eonstorm (Paleokinesis Grand, 91 PSPs): Age everything in a 40-ft radius into infirmity. Deals 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Time Freeze (Paleokinesis Super, 20 PSPs): Halt or restart aging in a 60-ft radius for 1 rd. No save.
Mortality Verdict (Paleokinesis Super, 104 PSPs): Reduce a target to frailty in one wave. Deals 15d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Agestorm (Paleokinesis Super, 182 PSPs): Three-rd 60-ft radius surge of aging. Each deals 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Dust Horizon (Paleokinesis Ultra, 43 PSPs): Without save, age all life in a 1-mile radius to dust. XR or GR resists.
Time-Rot Collapse (Paleokinesis Ultra, 165 PSPs): Without save, wipe out ecosystems with instant aging over 1 mile. XR or GR resists.
Lifespan Apocalypse (Paleokinesis Ultra, 286 PSPs): Without save, end every lifespan in a 10-mile radius immediately. XR or GR resists.
Paludemkinesis - Manipulate Wetlands
Bog Nudge (Paludemkinesis Minor, 2 PSPs): Shift swamp water slightly to ruin a critter s day. No save.
Mire Bolt (Paludemkinesis Minor, 6 PSPs): Fire a clump of muck at someone. Deals 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Slick Patch (Paludemkinesis Minor, 9 PSPs): Make a 5-ft muddy spot that halves speed. Str save DC 10+SL+Str bonus negates.
Quagmire Snare (Paludemkinesis Major, 6 PSPs): Drag a creature into deep muck for 3 rds. Str save DC 10+SL+Str bonus negates.
Peat Lance (Paludemkinesis Major, 20 PSPs): Launch a root-and-mud spear. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Swamp Burst (Paludemkinesis Major, 39 PSPs): Make a swamp explode in a 20-ft radius. Deals 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Peat Prison (Paludemkinesis Grand, 10 PSPs): Trap a creature in hardened peat for 3 rds. Str save DC 10+SL+Str bonus negates.
Wetland Crush (Paludemkinesis Grand, 54 PSPs): Drop a sodden mass of earth onto them. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Mirestorm (Paludemkinesis Grand, 91 PSPs): Flood a 40-ft radius with muck and roots. Deals 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Bog Freeze (Paludemkinesis Super, 20 PSPs): Stop all swamp and mud movement in 60 ft for 1 rd. No save.
Mire Verdict (Paludemkinesis Super, 104 PSPs): Encase a target in fast-forming peat. Deals 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Wetland Tempest (Paludemkinesis Super, 183 PSPs): Three-rd 60-ft swamp surge. Each deals 10d8 bludgeoning dmg. Str save DC 10+SL+Str bonus halves.
Swamp Horizon (Paludemkinesis Ultra, 44 PSPs): Without save, drain or flood all wetlands in 1 mile. XR or GR resists.
Bog Collapse (Paludemkinesis Ultra, 165 PSPs): Without save, weaponize wetlands to deadly effect over 1 mile. XR or GR resists.
Living Swamp Apocalypse (Paludemkinesis Ultra, 285 PSPs): Without save, drown a 10-mile radius in a sentient swamp. XR or GR resists.
Palynokinesis - Manipulate Pollen
Allergy Tease (Palynokinesis Minor, 2 PSPs): Waft a tiny puff of pollen just to make someone sneeze. No save.
Hayfever Shot (Palynokinesis Minor, 6 PSPs): Blast pollen into their eyes. Deals 2d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Sneeze Zone (Palynokinesis Minor, 9 PSPs): Fill a 5-ft area with sneeze-triggering pollen. Disadvantage on Con saves for 1 rd. Con save DC 10+SL+Con bonus negates.
Golden Snare (Palynokinesis Major, 6 PSPs): Smother a target in sticky pollen until they can t move for 3 rds. Str save DC 10+SL+Str bonus negates.
Bloom Lance (Palynokinesis Major, 20 PSPs): Blast a thick cloud of pollen straight into them. Deals 6d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Spring Burst (Palynokinesis Major, 39 PSPs): Fill a 20-ft radius with pollen haze. Deals 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Pollen Shell (Palynokinesis Grand, 10 PSPs): Encase a target in hardened pollen crust for 3 rds. Str save DC 10+SL+Str bonus negates.
Allergen Slam (Palynokinesis Grand, 54 PSPs): Dump a suffocating load of pollen on them. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Bloomstorm (Palynokinesis Grand, 91 PSPs): Whip a 40-ft radius into a choking pollen storm. Deals 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Still Air (Palynokinesis Super, 20 PSPs): Halt all pollen movement in 60 ft for 1 rd. No save.
Allergy Verdict (Palynokinesis Super, 104 PSPs): Choke a target with compressed pollen. Deals 15d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Hayfever Tempest (Palynokinesis Super, 183 PSPs): Three-rd 60-ft pollen storm. Each deals 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Bloom Horizon (Palynokinesis Ultra, 43 PSPs): Without save, flood a 1-mile radius with deadly allergenic pollen. XR or GR resists.
Blossom Blight (Palynokinesis Ultra, 165 PSPs): Without save, unleash a pollen plague over 1 mile. XR or GR resists.
Golden Apocalypse (Palynokinesis Ultra, 285 PSPs): Without save, bury a 10-mile radius under suffocating pollen clouds. XR or GR resists.
Papyrokinesis - Manipulate Paper
Page Flutter (Papyrokinesis Minor, 2 PSPs): Make a sheet of paper flip or fold on its own. No save.
Origami Dart (Papyrokinesis Minor, 6 PSPs): Fire a razor-folded paper shard. Deals 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Paper Shield (Papyrokinesis Minor, 9 PSPs): Create a 5-ft sheet of paper for light cover. No save.
Binder Wrap (Papyrokinesis Major, 6 PSPs): Bind a target in paper chains for 3 rds. Str save DC 10+SL+Str bonus negates.
Papercut Lance (Papyrokinesis Major, 20 PSPs): Fire a compressed paper spike. Deals 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Confetti Burst (Papyrokinesis Major, 38 PSPs): Blast a 20-ft radius with paper shrapnel. Deals 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Filing Cabinet (Papyrokinesis Grand, 9 PSPs): Lock a creature inside a reinforced paper cell for 3 rds. Str save DC 10+SL+Str bonus negates.
Ledger Slam (Papyrokinesis Grand, 54 PSPs): Drop a massive hardened paper weight on them. Deals 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Paperstorm (Papyrokinesis Grand, 91 PSPs): Swirl a 40-ft radius in razor-sharp paper. Deals 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Stationery Freeze (Papyrokinesis Super, 20 PSPs): Stop all paper motion in 60 ft for 1 rd. No save.
Paper Guillotine (Papyrokinesis Super, 104 PSPs): Slice a target apart with hundreds of paper blades. Deals 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Razor Tempest (Papyrokinesis Super, 183 PSPs): Three-rd 60-ft paper storm. Each deals 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Office Horizon (Papyrokinesis Ultra, 44 PSPs): Without save, weaponize all paper in 1 mile. XR or GR resists.
Filing Cataclysm (Papyrokinesis Ultra, 166 PSPs): Without save, bury a 1-mile radius in hardened paper structures. XR or GR resists.
Stationery Apocalypse (Papyrokinesis Ultra, 285 PSPs): Without save, drown a 10-mile radius in weaponized paper storms. XR or GR resists.
Patho‑Ergokinesis - Manipulate Emotional Energy
Mood Amp (Patho-Ergokinesis Minor, 2 PSPs): Boost or dampen emotional energy in 5 ft just to throw the vibe off. No save.
Heart Pulse (Patho-Ergokinesis Minor, 6 PSPs): Fire a bolt of raw emotional force. Deals 2d8 force dmg. Wis save DC 10+SL+Wis bonus halves.
Emotion Battery (Patho-Ergokinesis Minor, 9 PSPs): Create a 5-ft zone that stores emotional energy for later. No save.
Mood Lock (Patho-Ergokinesis Major, 6 PSPs): Seal away emotional highs or lows for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Empathy Lance (Patho-Ergokinesis Major, 20 PSPs): Blast a target with condensed emotional energy. Deals 6d8 force dmg. Wis save DC 10+SL+Wis bonus halves.
Feeling Burst (Patho-Ergokinesis Major, 38 PSPs): Release stored emotional force in a 20-ft radius. Deals 8d6 force dmg. Wis save DC 10+SL+Wis bonus halves.
Heart Cage (Patho-Ergokinesis Grand, 9 PSPs): Trap a creature in a bubble of condensed emotions for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Empathic Crush (Patho-Ergokinesis Grand, 54 PSPs): Collapse emotional force onto a target. Deals 6d8 force dmg. Wis save DC 10+SL+Wis bonus halves.
Feelingstorm (Patho-Ergokinesis Grand, 91 PSPs): Create a 40-ft vortex of emotional energy. Deals 10d8 force dmg. Wis save DC 10+SL+Wis bonus halves.
Heart Freeze (Patho-Ergokinesis Super, 20 PSPs): Suspend all emotional energy in 60 ft for 1 rd. No save.
Empathy Verdict (Patho-Ergokinesis Super, 104 PSPs): Strike with overwhelming emotional force. Deals 15d8 force dmg. Wis save DC 10+SL+Wis bonus halves.
Feeling Tempest (Patho-Ergokinesis Super, 182 PSPs): Three-rd 60-ft emotional storm. Each deals 10d8 force dmg. Wis save DC 10+SL+Wis bonus halves.
Emotion Drain (Patho-Ergokinesis Ultra, 44 PSPs): Without save, erase all emotional energy in 1 mile. XR or GR resists.
Empathic Collapse (Patho-Ergokinesis Ultra, 165 PSPs): Without save, weaponize stored emotion across 1 mile. XR or GR resists.
Heartbreak Apocalypse (Patho-Ergokinesis Ultra, 286 PSPs): Without save, overload emotional systems for all beings in 10 miles. XR or GR resists.
Pathokinesis - Manipulate Direct Emotions
Mood Flicker (Pathokinesis Minor, 2 PSPs): Nudge a creature s mood one emotional note off-key. Wis save DC 10+SL+Wis bonus negates.
Feeling Spike (Pathokinesis Minor, 6 PSPs): Hit with a concentrated burst of emotion. Deals 2d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Aura Patch (Pathokinesis Minor, 9 PSPs): Make a 5-ft zone subtly influence emotions. Wis save DC 10+SL+Wis bonus negates.
Emotive Bind (Pathokinesis Major, 6 PSPs): Lock a creature into one strong emotion for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Heart Lance (Pathokinesis Major, 20 PSPs): Overwhelm with piercing emotion. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Aura Flood (Pathokinesis Major, 38 PSPs): Drench a 20-ft radius in one dominant feeling. Deals 8d6 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Emotive Prison (Pathokinesis Grand, 9 PSPs): Trap a creature in an endless emotional loop for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Heart Crush (Pathokinesis Grand, 54 PSPs): Smash emotional balance to pieces. Deals 6d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Aura Maelstrom (Pathokinesis Grand, 91 PSPs): Fill a 40-ft radius with chaotic emotions. Deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Emotion Freeze (Pathokinesis Super, 20 PSPs): Halt all emotional change in 60 ft for 1 rd. No save.
Feeling Verdict (Pathokinesis Super, 104 PSPs): Collapse a target s emotions entirely. Deals 15d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Aura Tempest (Pathokinesis Super, 182 PSPs): Three-rd 60-ft emotional storm. Each deals 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Emotional Void (Pathokinesis Ultra, 42 PSPs): Without save, remove all emotion from 1 mile. XR or GR resists.
Ragewave Cataclysm (Pathokinesis Ultra, 166 PSPs): Without save, amplify destructive emotions across 1 mile. XR or GR resists.
Soulstorm Apocalypse (Pathokinesis Ultra, 286 PSPs): Without save, rewrite emotional capacity for all beings in 10 miles. XR or GR resists.
Pherokinesis - Manipulate Pheromones
Eau de Nope (Pherokinesis Minor, 2 PSPs): Subtly tweak your own scent or that of a nearby object from fresh linen to wet crypt. No save.
Love Stink (Pherokinesis Minor, 6 PSPs): Pop a pheromone pulse that draws them in or sends them gagging, 2d8 psychic dmg if they resist. Wis save DC 10+SL+Wis halves.
Mood Musk (Pherokinesis Minor, 9 PSPs): Fill a 5-ft zone with aroma so strong it changes the vibe. Wis save DC 10+SL+Wis negates.
Desire Leash (Pherokinesis Major, 6 PSPs): Tug a creature s heartstrings or disgust reflex for 3 rds. Wis save DC 10+SL+Wis negates.
Cologne Cannon (Pherokinesis Major, 20 PSPs): Blast a toxic perfume cloud for 6d8 poison dmg. Con save DC 10+SL+Con halves.
Axe-Body Burst (Pherokinesis Major, 38 PSPs): Choke a 20-ft radius in overpowering scent, 8d6 psychic dmg. Wis save DC 10+SL+Wis halves.
Aroma Cell (Pherokinesis Grand, 9 PSPs): Seal a creature in an invisible scent chamber for 3 rds. Wis save DC 10+SL+Wis negates.
Nasal Overload (Pherokinesis Grand, 54 PSPs): Crash a target s olfactory system, 6d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Perfume Cyclone (Pherokinesis Grand, 91 PSPs): Whip up a 40-ft radius stinkstorm, 10d8 psychic or poison dmg. Save varies.
Febreze Freeze (Pherokinesis Super, 20 PSPs): Lock all scents in a 60-ft radius for 1 rd nose goes on strike. No save.
Romance Guillotine (Pherokinesis Super, 104 PSPs): Drop the hammer with pheromone overload, 15d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Fog of Lust (Pherokinesis Super, 183 PSPs): Keep a 60-ft haze rolling for 3 rds, each rd 10d8 psychic or poison dmg. Save varies.
Species Extinct (Pherokinesis Ultra, 43 PSPs): One-mile radius scent saturation. XR or GR to resist.
Mating Season Forever (Pherokinesis Ultra, 165 PSPs): Permanently rewrite a 1-mile radius s dating scene. XR or GR to resist.
Hormone Ragnarok (Pherokinesis Ultra, 285 PSPs): Ten-mile frenzy of romance or rage. XR or GR to resist.
Pheumakinesis - Manipulate Lungs
Wheeze Tease (Pneumakinesis Minor, 2 PSPs): Make a breath hitch or smooth out for a moment. Con save DC 10+SL+Con negates.
Cough Shot (Pneumakinesis Minor, 6 PSPs): Send a micro-thump to the lungs, 2d8 bludgeoning dmg. Con save DC 10+SL+Con halves.
Fresh-Air Spot (Pneumakinesis Minor, 9 PSPs): Summon a 5-ft bubble of crisp or rancid air. No save.
Asthma Grip (Pneumakinesis Major, 6 PSPs): Clamp a creature s breathing for 3 rds. Con save DC 10+SL+Con negates.
Windpipe Javelin (Pneumakinesis Major, 20 PSPs): Slam a lung-targeted blast, 6d8 bludgeoning dmg. Con save DC 10+SL+Con halves.
Oxygen Bomb (Pneumakinesis Major, 39 PSPs): Rattle a 20-ft radius with a breathing-shockwave, 8d6 bludgeoning. Con save DC 10+SL+Con halves.
Air-Tight Cell (Pneumakinesis Grand, 10 PSPs): Lock a creature in an airless globe for 3 rds. Con save DC 10+SL+Con negates.
Collapsed Chest (Pneumakinesis Grand, 54 PSPs): Crush lungs flat, 6d8 bludgeoning dmg. Con save DC 10+SL+Con halves.
Smotherstorm (Pneumakinesis Grand, 91 PSPs): 40-ft radius of breath disruption, 10d8 bludgeoning dmg. Con save DC 10+SL+Con halves.
Breath Freeze (Pneumakinesis Super, 20 PSPs): Stop all breathing in 60 ft for 1 rd. No save.
Respiratory Verdict (Pneumakinesis Super, 104 PSPs): Wreck a target s lungs, 15d8 bludgeoning. Con save DC 10+SL+Con halves.
Collapse Front (Pneumakinesis Super, 183 PSPs): Three rds of lung-crushing waves in 60 ft, each 10d8 bludgeoning. Con save DC 10+SL+Con halves.
Last Breath (Pneumakinesis Ultra, 43 PSPs): Erase breathing from all in a 1-mile radius. XR or GR to resist.
Permanent Pneumonia (Pneumakinesis Ultra, 166 PSPs): Irreparably shred lungs in 1-mile radius. XR or GR to resist.
Airless Apocalypse (Pneumakinesis Ultra, 285 PSPs): Snuff out respiratory function in 10 miles. XR or GR to resist.
Phobikinesis - Manipulate Fears
Skin-Crawl (Phobikinesis Minor, 2 PSPs): Give a creature the creeps. Wis save DC 10+SL+Wis negates.
Jump Scare (Phobikinesis Minor, 6 PSPs): Inject a brain-stab of terror, 2d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Menacing Mood (Phobikinesis Minor, 9 PSPs): Wrap a 5-ft aura of intimidation around yourself. Wis save DC 10+SL+Wis negates.
Panic Grip (Phobikinesis Major, 6 PSPs): Pin a creature in frozen fear for 3 rds. Wis save DC 10+SL+Wis negates.
Dread Spear (Phobikinesis Major, 20 PSPs): Hurl a primal fear wave, 6d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Horror Bomb (Phobikinesis Major, 38 PSPs): Blanket a 20-ft radius in terror, 8d6 psychic dmg. Wis save DC 10+SL+Wis halves.
Nightmare Box (Phobikinesis Grand, 9 PSPs): Trap a creature in a waking nightmare for 3 rds. Wis save DC 10+SL+Wis negates.
Courage Collapse (Phobikinesis Grand, 54 PSPs): Pulverize bravery, 6d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Panic Cyclone (Phobikinesis Grand, 91 PSPs): 40-ft whirlpool of fear, 10d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Valor Freeze (Phobikinesis Super, 20 PSPs): Kill all courage in 60 ft for 1 rd. No save.
Existential Sentence (Phobikinesis Super, 104 PSPs): Show a target its ultimate doom, 15d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Fear Front (Phobikinesis Super, 182 PSPs): Maintain a fearstorm for 3 rds in 60 ft, each 10d8 psychic dmg. Wis save DC 10+SL+Wis halves.
Terror Plague (Phobikinesis Ultra, 43 PSPs): Etch permanent paralysis into every mind in 1 mile. XR or GR to resist.
Dreadquake (Phobikinesis Ultra, 165 PSPs): Make a 1-mile radius live its worst nightmares. XR or GR to resist.
Endless Night (Phobikinesis Ultra, 285 PSPs): Seal 10 miles in eternal horror. XR or GR to resist.
Phobokinesis - Manipulate Paranoia
Fright Glance (Phobokinesis Minor, 2 PSPs): One creature becomes uneasy for 1 round, −1 to its next roll. Wis save negates.
Jitter Pulse (Phobokinesis Minor, 6 PSPs): Target has disadvantage on its next Wisdom save. Wis save negates.
Shadow Flinch (Phobokinesis Minor, 8 PSPs): Create a sudden illusory shadow to startle one creature. Wis save negates.
Fear Spike (Phobokinesis Major, 5 PSPs): Cause one creature to become frightened for 1 round. Wis save negates.
Terror Wave (Phobokinesis Major, 19 PSPs): All enemies in a 15-ft cone are frightened for 1 round. Wis save negates.
Dread Seal (Phobokinesis Major, 38 PSPs): Inflict disadvantage on attack rolls and saves for 1 creature for 1 round. Wis save negates.
Panic Field (Phobokinesis Grand, 9 PSPs): All creatures in a 20-ft radius must succeed Wis save or flee.
Nightmare Manifest (Phobokinesis Grand, 52 PSPs): Summon a creature from target s worst fear for 3 rounds. Wis save negates.
Horror Storm (Phobokinesis Grand, 94 PSPs): Frighten all enemies in a 100-ft radius for 1 round. Wis save negates.
Mass Dread (Phobokinesis Super, 18 PSPs): Paralyze all frightened creatures in a 40-ft radius for 1 round. Wis save negates.
Terror Dominion (Phobokinesis Super, 103 PSPs): Frighten all enemies in a 60-ft radius for 3 rounds. Wis save negates.
Fear Absolute (Phobokinesis Super, 182 PSPs): Permanently frighten a single creature. Wis save negates.
World Fear (Phobokinesis Ultra, 44 PSPs): Without save, fill a 1-mile radius with permanent fear aura. XR or GR to resist.
Panic Realm (Phobokinesis Ultra, 167 PSPs): Without save, make a 5-mile radius hostile and fearful to all intruders. XR or GR to resist.
Terror Absolute (Phobokinesis Ultra, 289 PSPs): Without save, permanently terrify all creatures in a 10-mile radius. XR or GR to resist.
Photokinesis - Manipulate Light
Mood Lighting (Photokinesis Minor, 2 PSPs): Pop a 20-ft burst of light to kill the dark. Wis save DC 10+SL+Wis or be blinded till next turn ends.
Laser Pointer (Photokinesis Minor, 6 PSPs): Thin ray of light for 2d8 radiant dmg. Dex save DC 10+SL+Dex halves.
Shadow Slip (Photokinesis Minor, 8 PSPs): Warp light to sneak better advantage on your next Stealth. No save.
Flashbang Bind (Photokinesis Major, 5 PSPs): Hit one target with a blinding flash for 3 rds. Con save DC 10+SL+Con negates.
Sun-Spear (Photokinesis Major, 21 PSPs): Beam solar energy for 6d8 radiant dmg. Dex save DC 10+SL+Dex halves.
Daylight Detonation (Photokinesis Major, 39 PSPs): Light-bomb a 20-ft radius, 8d6 radiant dmg. Con save DC 10+SL+Con halves.
Prism Cage (Photokinesis Grand, 10 PSPs): Trap someone in refracted light for 3 rds. Wis save DC 10+SL+Wis negates.
Line-Cook Beam (Photokinesis Grand, 54 PSPs): Fry a 30-ft line with 6d8 radiant. Dex save DC 10+SL+Dex halves.
Sunburst Slam (Photokinesis Grand, 92 PSPs): Pop a 40-ft sunlight bomb, 10d8 radiant and 1-rd blind. Con save halves dmg, not blind.
Photon Jail (Photokinesis Super, 19 PSPs): Make solid light bars in 60 ft for 3 rds. Str save DC 10+SL+Str negates.
Helios Verdict (Photokinesis Super, 108 PSPs): Drop a precision solar beam, 15d8 radiant. Dex save DC 10+SL+Dex halves.
Lightstorm (Photokinesis Super, 174 PSPs): Keep 60-ft pulses of light going 3 rds, each 10d8 radiant. Con save DC 10+SL+Con halves.
Pocket Sun (Photokinesis Ultra, 42 PSPs): Drop a mini-star on 1 mile. XR or GR to resist.
Forever Noon (Photokinesis Ultra, 159 PSPs): Trap a mile in relentless daylight. XR or GR to resist.
Spectrum End (Photokinesis Ultra, 285 PSPs): Unleash a prismatic disintegration beam over a mile. XR or GR to resist.
Phyllokinesis - Manipulate Plants
Leaf Tease (Phyllokinesis Minor, 2 PSPs): Make a leaf flutter like it s auditioning for interpretive dance. No save.
Salad Sniper (Phyllokinesis Minor, 6 PSPs): Launch a sharpened leaf at a target for 2d8 slashing dmg. Dex save DC 10+SL+Dex halves.
Compost Trap (Phyllokinesis Minor, 9 PSPs): Create a 5-ft tangle of leaves that halves movement. Str save DC 10+SL+Str negates.
Green Straitjacket (Phyllokinesis Major, 6 PSPs): Wrap a creature in leafy restraints for 3 rds. Str save DC 10+SL+Str negates.
Razor Fern (Phyllokinesis Major, 20 PSPs): Fire a cluster of slicing leaves for 6d8 slashing. Dex save DC 10+SL+Dex halves.
Lawnmower Burst (Phyllokinesis Major, 38 PSPs): Shred a 20-ft radius with flying leaves, 8d6 slashing. Dex save DC 10+SL+Dex halves.
Botanical Cell (Phyllokinesis Grand, 9 PSPs): Encapsulate a creature in a hardened leaf cocoon for 3 rds. Str save DC 10+SL+Str negates.
Mulch Drop (Phyllokinesis Grand, 54 PSPs): Slam a dense pile of leaves down, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Leafnado (Phyllokinesis Grand, 91 PSPs): Fill a 40-ft radius with slicing foliage, 10d8 slashing. Dex save DC 10+SL+Dex halves.
Foliage Freeze (Phyllokinesis Super, 20 PSPs): Stop all leaf movement in 60 ft for 1 rd. No save.
Autumn s Verdict (Phyllokinesis Super, 104 PSPs): Unleash a leaf storm on one target, 15d8 slashing. Dex save DC 10+SL+Dex halves.
Rake Hell (Phyllokinesis Super, 182 PSPs): Maintain a 60-ft leaf tempest for 3 rds, each 10d8 slashing. Dex save DC 10+SL+Dex halves.
Deforest Now (Phyllokinesis Ultra, 43 PSPs): Strip all leafy vegetation in 1 mile. XR or GR to resist.
Bladed Grove (Phyllokinesis Ultra, 165 PSPs): Weaponize every leaf in a 1-mile radius. XR or GR to resist.
Lawnpocalypse (Phyllokinesis Ultra, 286 PSPs): Ten miles buried in lethal leaves. XR or GR to resist.
Physikinesis - Manipulate Physical Laws
Reality Nudge (Physikinesis Minor, 2 PSPs): Shift gravity/friction/velocity 10% on one creature/object/projectile within 30 ft; tweak speed, fall dmg, or attack vector. No save.
Newton s Dart (Physikinesis Minor, 6 PSPs): Ranged psionic attack, 60 ft; 2d8 force, Dex save DC 10+SL+Dex halves.
Weird Zone (Physikinesis Minor, 9 PSPs): 5-ft cube of warped physics for 1 rd; difficult terrain, Dex save DC 10+SL or prone.
Force Cage (Physikinesis Major, 6 PSPs): Trap 1 creature in 10-ft cube of folded space; Str save DC 10+SL+Str or restrained up to 3 rds (save each turn).
Momentum Lance (Physikinesis Major, 20 PSPs): 60 5-ft line; 6d8 force, Dex save DC 10+SL+Dex halves; push/pull 10 ft on fail.
Warp Bomb (Physikinesis Major, 39 PSPs): 20-ft radius of chaotic physics; 8d6 force, Dex save halves; fail = random motion effect (prone/push/pull/delay).
Bubble of Wrong (Physikinesis Grand, 10 PSPs): Target encased in bad-physics bubble; Str save DC 10+SL+Str or restrained 3 rds, attacks vs it have advantage.
Gravity Pancake (Physikinesis Grand, 54 PSPs): 10-ft cube gravity crush; 6d8 bludgeoning, Dex save halves; fail = prone.
Lawstorm (Physikinesis Grand, 91 PSPs): 40-ft radius shifting constants; 10d8 force/rd, Dex save halves; lasts 3 rds, difficult terrain.
Physics Pause (Physikinesis Super, 20 PSPs): 60-ft radius freeze of motion/heat for 1 rd; Con save DC 10+SL or incapacitated, speed 0.
Thermodynamic Verdict (Physikinesis Super, 104 PSPs): 30-ft radius max-entropy burst; 15d8 force, Dex save halves; objects 3 dmg.
Entropy Squall (Physikinesis Super, 183 PSPs): 60-ft radius shifting laws for 3 rds; 10d8 force/rd, Dex save halves; fail = random law effect each rd.
Gravity Blackout (Physikinesis Ultra, 44 PSPs): 1-mile gravity suspend/reverse/randomize for 1 min; XR/GR resists; fail = drift, pin, or float.
Appliance of Science (Physikinesis Ultra, 166 PSPs): 1-mile anomalies; XR/GR resists; hazard zones cause 4d10 force/rd+random Grand/Super effect.
Big Crunch (Physikinesis Ultra, 285 PSPs): Collapse matter in 10-mile radius to singularity; XR/GR resists; fail = restrained, pulled, destroyed at center.
Phytokinesis - Manipulate Leaves
Leaf Pop (Phytokinesis Minor, 2 PSPs): Instantly sprout or wither a leaf like a stage trick. No save.
Botany Bolt (Phytokinesis Minor, 6 PSPs): Shoot a fresh-grown spike for 2d8 piercing. Dex save DC 10+SL+Dex halves.
Vine Curtain (Phytokinesis Minor, 9 PSPs): Grow a 5-ft patch of sight-blocking leaves. No save.
Hug in Green (Phytokinesis Major, 6 PSPs): Restrain with rapid leaf growth for 3 rds. Str save DC 10+SL+Str negates.
Thorn Swarm (Phytokinesis Major, 20 PSPs): Blast thorny leaves, 6d8 slashing. Dex save DC 10+SL+Dex halves.
Verdant Bomb (Phytokinesis Major, 38 PSPs): Explode a 20-ft radius with leaf shrapnel, 8d6 slashing. Dex save DC 10+SL+Dex halves.
Living Dome (Phytokinesis Grand, 9 PSPs): Seal a creature in a dome of leaves for 3 rds. Str save DC 10+SL+Str negates.
Green Anvil (Phytokinesis Grand, 54 PSPs): Drop a dense leaf mass, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Sproutnado (Phytokinesis Grand, 91 PSPs): Whip a 40-ft radius in shredding growth, 10d8 slashing. Dex save DC 10+SL+Dex halves.
Growth Freeze (Phytokinesis Super, 20 PSPs): Halt all leaf growth in 60 ft for 1 rd. No save.
Floral Verdict (Phytokinesis Super, 104 PSPs): Smother a target in lethal bloom, 15d8 slashing. Dex save DC 10+SL+Dex halves.
Botanist s Wrath (Phytokinesis Super, 183 PSPs): Keep a bloom storm going for 3 rds, each 10d8 slashing. Dex save DC 10+SL+Dex halves.
Leaf Strip (Phytokinesis Ultra, 44 PSPs): Remove all leaves from 1 mile. XR or GR to resist.
Killer Grove (Phytokinesis Ultra, 165 PSPs): Make every leaf in 1 mile attack. XR or GR to resist.
Overgrowth Doom (Phytokinesis Ultra, 286 PSPs): Ten miles of lethal, all-consuming bloom. XR or GR to resist.
Picnokinesis - Manipulate Density
Mass Mote (Picnokinesis Minor, 2 PSPs): Make a small object fluffy-light or brick-dense. No save.
Lead Pea (Picnokinesis Minor, 6 PSPs): Shoot a dense projectile, 2d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Soft Spot (Picnokinesis Minor, 9 PSPs): Change a 5-ft square to sponge or stone. No save.
Weight Collar (Picnokinesis Major, 6 PSPs): Increase a creature s density till it can t move for 3 rds. Str save DC 10+SL+Str negates.
Impactor Spike (Picnokinesis Major, 20 PSPs): Fire a high-density lance, 6d8 piercing. Dex save DC 10+SL+Dex halves.
Crush Wave (Picnokinesis Major, 39 PSPs): Shift density in a 20-ft radius, 8d6 bludgeoning. Con save DC 10+SL+Con halves.
Stone Cell (Picnokinesis Grand, 10 PSPs): Trap someone in ultra-dense material for 3 rds. Str save DC 10+SL+Str negates.
Anvil Drop (Picnokinesis Grand, 54 PSPs): Collapse density on a target, 6d8 bludgeoning. Con save DC 10+SL+Con halves.
Density Storm (Picnokinesis Grand, 91 PSPs): 40-ft radius of unstable density, 10d8 bludgeoning. Con save DC 10+SL+Con halves.
Mass Freeze (Picnokinesis Super, 20 PSPs): Prevent density changes in 60 ft for 1 rd. No save.
Singularity Verdict (Picnokinesis Super, 104 PSPs): Land a crushing density strike, 15d8 bludgeoning. Con save DC 10+SL+Con halves.
Massquake (Picnokinesis Super, 183 PSPs): Keep unstable density shifts rolling for 3 rds in 60 ft, each 10d8 bludgeoning. Con save DC 10+SL+Con halves.
Vacuum Weight (Picnokinesis Ultra, 44 PSPs): Hyper-compress or erase density in 1 mile. XR or GR to resist.
Weightstorm (Picnokinesis Ultra, 165 PSPs): Weaponize density shifts in 1 mile. XR or GR to resist.
Masspocalypse (Picnokinesis Ultra, 286 PSPs): Collapse or disperse density across 10 miles. XR or GR to resist.
Posikinesis - Manipulate Positive Forces
Good Vibes Only (Posikinesis Minor, 2 PSPs): Radiate a five-foot morale boost like a walking motivational poster. No save.
Sunbeam Snub (Posikinesis Minor, 6 PSPs): Fire a bolt of wholesome energy for 2d8 radiant dmg. Wis save DC 10+SL+Wis halves.
Patch of Happy (Posikinesis Minor, 9 PSPs): Drop a five-foot healing hotspot restoring 1d4 hp. No save.
Serenity Shackles (Posikinesis Major, 6 PSPs): Smother aggression with a hug made of light for 3 rds. Wis save DC 10+SL+Wis negates.
Bless Beam (Posikinesis Major, 20 PSPs): Launch concentrated feel better energy for 6d8 radiant. Wis save DC 10+SL+Wis halves.
Saint s Detonation (Posikinesis Major, 39 PSPs): Burst a 20-ft zone of healing or undead-hurting radiance for 8d6. Wis save DC 10+SL+Wis halves dmg.
Halo Cell (Posikinesis Grand, 10 PSPs): Trap a creature in a sphere of relentless cheer for 3 rds. Wis save DC 10+SL+Wis negates.
Euphoria Slam (Posikinesis Grand, 54 PSPs): Overload with positive force for 6d8 radiant. Wis save DC 10+SL+Wis halves.
Rapture Vortex (Posikinesis Grand, 91 PSPs): 40-ft swirl of healing warmth and villain pain, 10d8 radiant. Wis save DC 10+SL+Wis halves.
Optimism Freeze (Posikinesis Super, 20 PSPs): Halt all positive force in 60 ft for 1 rd back to cynicism. No save.
Smite of Saint Sunshine (Posikinesis Super, 104 PSPs): Deliver pure, overwhelming virtue for 15d8 radiant. Wis save DC 10+SL+Wis halves.
Beatific Storm (Posikinesis Super, 183 PSPs): Three rds of 60-ft radiant positivity bolts, each 10d8 radiant. Wis save DC 10+SL+Wis halves.
Life Overload (Posikinesis Ultra, 44 PSPs): Flood 1 mile with pure positive force. XR or GR to resist.
Too Much of a Good Thing (Posikinesis Ultra, 166 PSPs): Overdose a 1-mile radius on positivity. XR or GR to resist.
The Great Enlightening (Posikinesis Ultra, 285 PSPs): Reprogram life force with blinding optimism over 10 miles. XR or GR to resist.
Potentikinesis - Manipulate Superpowers
Power Tap (Potentikinesis Minor, 2 PSPs): Give an ability a caffeine hit or put it on decaf for 1 rd. No save.
Static Shot (Potentikinesis Minor, 6 PSPs): Fire a jolt of anti-power energy for 2d8 force. Wis save DC 10+SL+Wis halves.
Neutral Zone (Potentikinesis Minor, 9 PSPs): Make a five-foot bubble that nerfs or buffs powers. No save.
Ability Timeout (Potentikinesis Major, 6 PSPs): Muzzle a creature s supernatural skills for 3 rds. Wis save DC 10+SL+Wis negates.
Suppressor Beam (Potentikinesis Major, 20 PSPs): Shoot a concentrated null-field ray for 6d8 force. Wis save DC 10+SL+Wis halves.
Overclock Crash (Potentikinesis Major, 39 PSPs): Scramble every ability in a 20-ft radius, 8d6 force. Wis save DC 10+SL+Wis halves.
No-Fun Field (Potentikinesis Grand, 10 PSPs): Seal a creature in an anti-power bubble for 3 rds. Wis save DC 10+SL+Wis negates.
Talent Drain (Potentikinesis Grand, 54 PSPs): Burn out or steal a target s gifts, 6d8 force. Wis save DC 10+SL+Wis halves.
Anomaly Surge (Potentikinesis Grand, 91 PSPs): 40-ft chaos zone where powers go haywire, 10d8 force. Wis save DC 10+SL+Wis halves.
Ability Freeze (Potentikinesis Super, 20 PSPs): Stop all supernatural effects in 60 ft for 1 rd. No save.
Excommunicate From Cool (Potentikinesis Super, 104 PSPs): Strip powers and slam for 15d8 force. Wis save DC 10+SL+Wis halves.
Storm of Static (Potentikinesis Super, 183 PSPs): Keep a 60-ft anti-power storm rolling for 3 rds, each 10d8 force. Wis save DC 10+SL+Wis halves.
De-Level Day (Potentikinesis Ultra, 43 PSPs): Permanently delete abilities in 1 mile. XR or GR to resist.
Mutant Meltdown (Potentikinesis Ultra, 165 PSPs): Turn all powers in 1 mile into chaos weapons. XR or GR to resist.
Power Vacuum (Potentikinesis Ultra, 285 PSPs): Erase or hypercharge every ability in 10 miles. XR or GR to resist.
Psychokinesis - Manipulate Mental Force
Mental Push (Psychokinesis Minor, 2 PSPs): Force a simple thought into a creature s mind. Wis save DC 10+SL+Wis bonus negates.
Mind Needle (Psychokinesis Minor, 6 PSPs): Deal 2d8 psychic dmg to one creature within 30 ft. Int save DC 10+SL+Int bonus halves.
Daze Pulse (Psychokinesis Minor, 9 PSPs): Dull the senses of a creature within 30 ft for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Suggestion Pulse (Psychokinesis Major, 6 PSPs): Implant a strong suggestion for 1 minute. Wis save DC 10+SL+Wis bonus negates.
Cranial Crush (Psychokinesis Major, 18 PSPs): Deal 6d8 psychic dmg to one creature within 60 ft. Int save DC 10+SL+Int bonus halves.
Fear Wave (Psychokinesis Major, 39 PSPs): Force all creatures in a 20‑ft radius to flee for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Mind Lock (Psychokinesis Grand, 9 PSPs): Paralyze a creature s mental processes for 3 rds. Int save DC 10+SL+Int bonus negates.
Ego Fracture (Psychokinesis Grand, 54 PSPs): Shatter a creature s self‑image, dealing 6d8 psychic dmg and reducing its attack rolls by −2. Wis save DC 10+SL+Wis bonus halves.
Psychic Scream (Psychokinesis Grand, 88 PSPs): Deal 10d8 psychic dmg to all creatures in a 40‑ft radius and stun for 1 rd. Int save DC 10+SL+Int bonus halves dmg but not stun.
Mass Dominate (Psychokinesis Super, 18 PSPs): Control all creatures in a 60‑ft radius for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Brain Burn (Psychokinesis Super, 102 PSPs): Deal 15d8 psychic dmg to a single target and stun for 1 rd. Int save DC 10+SL+Int bonus halves dmg but not stun.
Nightmare Maelstrom (Psychokinesis Super, 177 PSPs): Fill a 60‑ft radius with fear and hallucinations for 3 rds, each rd dealing 10d8 psychic dmg. Wis save DC 10+SL+Wis bonus halves.
Mind Erasure (Psychokinesis Ultra, 41 PSPs): Without save, remove all memories and personality from all creatures in a 1‑mile radius. XR or GR to resist.
Psychic Oblivion (Psychokinesis Ultra, 163 PSPs): Without save, reduce all minds in a 1‑mile radius to permanent unconsciousness. XR or GR to resist.
Global Domination (Psychokinesis Ultra, 279 PSPs): Without save, impose your will on all minds in a 10‑mile radius. XR or GR to resist.
Pulsakinesis - Manipulate Pulses
Mood Thump (Pulsakinesis Minor, 2 PSPs): Emit a faint, harmless pulse like the universe s most awkward handshake. No save.
Shock Pea (Pulsakinesis Minor, 6 PSPs): Launch a concentrated energy pop for 2d8 force dmg. Dex save DC 10+SL+Dex halves.
Bass Drop (Pulsakinesis Minor, 9 PSPs): Make a 5-ft zone throb with rhythmic vibrations. No save.
Strobe Shackles (Pulsakinesis Major, 6 PSPs): Lock a creature in a pulsing stasis field for 3 rds. Str save DC 10+SL+Str negates.
Rail-Rave (Pulsakinesis Major, 20 PSPs): Fire a high-impact pulse beam for 6d8 force. Dex save DC 10+SL+Dex halves.
Boom Bubble (Pulsakinesis Major, 38 PSPs): Blast a 20-ft radius with kinetic shockbursts, 8d6 force. Dex save DC 10+SL+Dex halves.
Oscillation Cell (Pulsakinesis Grand, 9 PSPs): Trap a target in a humming energy sphere for 3 rds. Str save DC 10+SL+Str negates.
Heartstopper (Pulsakinesis Grand, 54 PSPs): Slam with a chain of high-density pulses, 6d8 force. Dex save DC 10+SL+Dex halves.
Pulsequake (Pulsakinesis Grand, 91 PSPs): Shake a 40-ft radius with chaotic energy waves, 10d8 force. Dex save DC 10+SL+Dex halves.
Signal Jam (Pulsakinesis Super, 20 PSPs): Kill all pulse activity in 60 ft for 1 rd. No save.
Overtone Verdict (Pulsakinesis Super, 104 PSPs): Drop a devastating super-pulse for 15d8 force. Dex save DC 10+SL+Dex halves.
Rave Storm (Pulsakinesis Super, 183 PSPs): Three rds of a 60-ft pulse blizzard, each 10d8 force. Dex save DC 10+SL+Dex halves.
Dead Air (Pulsakinesis Ultra, 44 PSPs): Kill every pulse kinetic, electric, or magical in 1 mile. XR or GR to resist.
World Bass Drop (Pulsakinesis Ultra, 165 PSPs): Turn every pulse in a mile into a demolition wave. XR or GR to resist.
Harmonic End (Pulsakinesis Ultra, 285 PSPs): Wipe 10 miles in cascading pulse detonations. XR or GR to resist.
Pyrokinesis - Manipulate Fire
Toast Precision (Pyrokinesis Minor, 2 PSPs): Heat a small organic object (up to bread slice size) within 5 ft to a desired temperature without external flame. No save.
Cinder Pop (Pyrokinesis Minor, 6 PSPs): Ignite and fling a small fireball (no larger than a fist) up to 30 ft. On impact, deals 2d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Nursery Spark (Pyrokinesis Minor, 9 PSPs): Instantly ignite a flammable object no larger than 1 cu. ft within 10 ft. Dex save DC 10+SL+Dex bonus negates ignition if target is attended.
Agent Scorch (Pyrokinesis Major, 6 PSPs): Up to 3 creatures within 30 ft take 6d8 fire dmg in focused bursts of flame. Dex save DC 10+SL+Dex bonus halves.
Fireball (Pyrokinesis Major, 22 PSPs): Create a 20‑ft radius explosion at a point within 150 ft. Deals 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Blazing Volley (Pyrokinesis Major, 37 PSPs): Deal 4d8 fire dmg in a 5 ft radius burst to up to 3 targets. May multitarget.Dex save DC 10+SL+Dex bonus halves.
Barn Inferno (Pyrokinesis Grand, 9 PSPs): dealing 10d8 fire dmg and igniting unattended flammables in a 40 ft radius. Dex save DC 10+SL+Dex bonus halves.
Bullet Melt (Pyrokinesis Grand, 48 PSPs): As a reaction, melt a single physical projectile mid‑flight before it hits. No save.
Eruption Burst (Pyrokinesis Grand, 99 PSPs): Target takes 6d8 fire dmg and is launched 30 ft into the air. Dex save DC 10+SL+Dex bonus halves fire dmg but not the launch.
Facility Annihilation (Pyrokinesis Super, 19 PSPs): All creatures in a 100‑ft radius take 15d8 fire dmg; flamable structures are destroyed. Dex save DC 10+SL+Dex bonus halves.
Fiery Embrace (Pyrokinesis Super, 108 PSPs): Grapple a creature, engulfing both in flames for 20d6 fire dmg and burns for 3 rds (5d6 per rd). Dex save DC 10+SL+Dex bonus halves initial dmg.
Inferno Shower (Pyrokinesis Super, 175 PSPs): Summon a storm of flaming orbs over a 60‑ft radius for 3 rds. Each rd deals 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Ashen Reckoning (Pyrokinesis Ultra, 44 PSPs): Without save, release an expanding inferno that obliterates all combustible matter in a 1‑mile radius. iDMG, XR or GR to resist.
Apocalypse Rain (Pyrokinesis Ultra, 174 PSPs): Without save, call down continuous iDMG fire‑meteors over a 1‑mile radius for 1 minute. XR or GR to resist.
Planet Scorch (Pyrokinesis Ultra, 288 PSPs): Without save, ignite the atmosphere in a targeted 10‑mile radius, consuming all oxygen and incinerating everything within. XR or GR to resist.
Quantakinesis - Manipulate Quantity
Inventory Wiggle (Quantakinesis Minor, 2 PSPs): Make the number of small items around you slightly wrong. No save.
Clone Shot (Quantakinesis Minor, 6 PSPs): Duplicate a projectile mid-air for 2d8 dmg. Dex save DC 10+SL+Dex halves.
Pocket Dimension Leak (Quantakinesis Minor, 9 PSPs): Five-foot zone where objects pop in and out like bad magic tricks. No save.
Overbooked Shackles (Quantakinesis Major, 6 PSPs): Multiply restraints until the target can t move for 3 rds. Str save DC 10+SL+Str negates.
Matryoshka Missile (Quantakinesis Major, 20 PSPs): Fire a projectile that births more on impact, 6d8 dmg. Dex save DC 10+SL+Dex halves.
Boom Spam (Quantakinesis Major, 38 PSPs): Detonate way too many explosions in a 20-ft radius, 8d6 dmg. Dex save DC 10+SL+Dex halves.
Barrier Overrun (Quantakinesis Grand, 10 PSPs): Trap a creature in redundant barricades for 3 rds. Str save DC 10+SL+Str negates.
Force Pile-On (Quantakinesis Grand, 54 PSPs): Smother with multiplied impact, 6d8 dmg. Dex save DC 10+SL+Dex halves.
Hazard Cascade (Quantakinesis Grand, 91 PSPs): 40-ft radius stuffed with infinite hazards, 10d8 dmg. Dex save DC 10+SL+Dex halves.
Freeze Frame (Quantakinesis Super, 20 PSPs): Stop all number-changing in 60 ft for 1 rd. No save.
Too Many Problems (Quantakinesis Super, 104 PSPs): Overwhelm a target with sheer duplication, 15d8 dmg. Dex save DC 10+SL+Dex halves.
Spam Storm (Quantakinesis Super, 183 PSPs): Three rds of multiplying hazards in 60 ft, each 10d8 dmg. Dex save DC 10+SL+Dex halves.
Everything Everywhere (Quantakinesis Ultra, 44 PSPs): Multiply or erase all items in 1 mile. XR or GR to resist.
Flood or Famine (Quantakinesis Ultra, 165 PSPs): Unleash infinite stuff or void over a mile. XR or GR to resist.
Existence Overdraft (Quantakinesis Ultra, 285 PSPs): Re-write reality s inventory in 10 miles. XR or GR to resist.
Quantarkinesis Manipulating Spacetime Curvature
Microgravity (Quantarkinesis Minor, 2 PSPs): Reduce a creature s weight to one-tenth normal for 1 round, halving their jump and melee damage. No save.
Gravity Pin (Quantarkinesis Minor, 6 PSPs): Increase a creature s weight to five times normal for 1 round, halving movement speed. Str save DC 10+SL+Str bonus negates.
Tug Field (Quantarkinesis Minor, 8 PSPs): Pull one unattended object up to 10 lb within 20 ft into your hand. No save.
Gravitic Crush (Quantarkinesis Major, 5 PSPs): Increase gravity on one creature within 30 ft, forcing it prone. Str save DC 10+SL+Str bonus negates.
Event Lance (Quantarkinesis Major, 19 PSPs): Fire a compressed gravity bolt at one target within 60 ft, dealing 6d8 force damage. Con save DC 10+SL+Con bonus halves.
Singularity Shock (Quantarkinesis Major, 38 PSPs): Create a 20-ft radius shockwave dealing 8d6 force dmg as gravity snaps back to normal. Dex save DC 10+SL+Dex bonus halves.
Orbital Bind (Quantarkinesis Grand, 9 PSPs): Lock a creature in place with an orbital tether for 1 round. Str save DC 10+SL+Str bonus negates.
Grav Collapse (Quantarkinesis Grand, 52 PSPs): Dealing 6d8 force dmg and movement = 0 in a 10 ft radius until next turn. Str save DC 10+SL+Str bonus halves dmg and negates immobilization.
Black Hole Seed (Quantarkinesis Grand, 94 PSPs): Create a 10-ft radius gravity sink for 3 rounds, pulling all creatures within 30 ft toward its center each turn. Str save DC 10+SL+Str bonus negates.
Horizon Lock (Quantarkinesis Super, 18 PSPs): Paralyze all creatures in a 30-ft radius for 1 round as time dilation freezes motion. Wis save DC 10+SL+Wis bonus negates.
Gravity Flare (Quantarkinesis Super, 103 PSPs): Deal 15d8 force dmg in a 40-ft radius as gravity spikes violently. Con save DC 10+SL+Con bonus halves.
Collapse Field (Quantarkinesis Super, 182 PSPs): For 3 rounds, a 60-ft radius is under crushing gravity, dealing 10d8 force dmg per round. Con save DC 10+SL+Con bonus halves each round.
Planetary Lock (Quantarkinesis Ultra, 44 PSPs): Without save, freeze all movement in a 1-mile radius under extreme gravity. XR or GR to resist.
Gravitic Erasure (Quantarkinesis Ultra, 167 PSPs): Without save, crush all creatures and structures in a 1-mile radius into a singularity. XR or GR to resist.
Event Horizon (Quantarkinesis Ultra, 289 PSPs): Without save, create a black hole that devours all matter in a 10-mile radius. XR or GR to resist.
Quantumkinesis - Manipulate Quantum Energy
Maybe-Wave (Quantumkinesis Minor, 2 PSPs): Nudge a particle into a probably state. No save.
Schr dinger Shot (Quantumkinesis Minor, 6 PSPs): Fire a bolt that may or may not hurt you but will hurt them, 2d8 force. Dex save DC 10+SL+Dex halves.
Uncertainty Patch (Quantumkinesis Minor, 9 PSPs): Five-foot area of superposition weirdness. No save.
Probability Jail (Quantumkinesis Major, 6 PSPs): Trap a creature in a 3-rd maybe you re restrained paradox. Wis save DC 10+SL+Wis negates.
Collapse Ray (Quantumkinesis Major, 20 PSPs): Force the wave to pick a side pain, 6d8 force. Dex save DC 10+SL+Dex halves.
Field Decoherence (Quantumkinesis Major, 39 PSPs): Destabilize a 20-ft radius of reality, 8d6 force. Dex save DC 10+SL+Dex halves.
Entangle Cell (Quantumkinesis Grand, 10 PSPs): Trap someone in a quantum link loop for 3 rds. Wis save DC 10+SL+Wis negates.
Waveform Guillotine (Quantumkinesis Grand, 54 PSPs): Collapse probabilities to crush, 6d8 force. Dex save DC 10+SL+Dex halves.
Planck Storm (Quantumkinesis Grand, 91 PSPs): 40-ft chaos zone of quantum energy, 10d8 force. Dex save DC 10+SL+Dex halves.
State Freeze (Quantumkinesis Super, 20 PSPs): Hold all quantum states still in 60 ft for 1 rd. No save.
Worst Timeline (Quantumkinesis Super, 104 PSPs): Shove a target into its nastiest quantum outcome, 15d8 force. Dex save DC 10+SL+Dex halves.
Probability Tempest (Quantumkinesis Super, 183 PSPs): Three rds of entropic quantum chaos in 60 ft, each 10d8 force. Dex save DC 10+SL+Dex halves.
Quantum Void (Quantumkinesis Ultra, 44 PSPs): Erase quantum stability in a mile. XR or GR to resist.
Macro-Murder (Quantumkinesis Ultra, 165 PSPs): Weaponize instability in a mile. XR or GR to resist.
Reality Melt (Quantumkinesis Ultra, 285 PSPs): Dissolve 10 miles at the smallest scale. XR or GR to resist.
Quintekinesis - Manipulate Life Force
Life Nudge (Quintekinesis Minor, 2 PSPs): Slightly boost or dull a creature s vitality. No save.
Soul Bolt (Quintekinesis Minor, 6 PSPs): Fire a pulse of life force, 2d8 radiant. Con save DC 10+SL+Con halves.
Healing Hotspot (Quintekinesis Minor, 9 PSPs): Five-foot zone that speeds or slows recovery. No save.
Vital Shackles (Quintekinesis Major, 6 PSPs): Restrain with raw life energy for 3 rds. Str save DC 10+SL+Str negates.
Pulse of Being (Quintekinesis Major, 20 PSPs): Fire condensed vitality for 6d8 radiant. Con save DC 10+SL+Con halves.
Lifequake (Quintekinesis Major, 38 PSPs): Burst a 20-ft wave of life energy heal allies, fry undead, 8d6. Con save DC 10+SL+Con halves dmg.
Regen Cell (Quintekinesis Grand, 10 PSPs): Trap in a bubble that heals or drains for 3 rds. Con save DC 10+SL+Con negates.
Overgrowth Slam (Quintekinesis Grand, 54 PSPs): Overload the body with vitality till it hurts, 6d8 radiant. Con save DC 10+SL+Con halves.
Soulstorm (Quintekinesis Grand, 91 PSPs): 40-ft swirl of life energy, 10d8 radiant to foes. Con save DC 10+SL+Con halves.
Bio-Freeze (Quintekinesis Super, 20 PSPs): Stop all life force in 60 ft for 1 rd. No save.
Judgment of Breath (Quintekinesis Super, 104 PSPs): Infuse or rip away life force, 15d8 radiant or necrotic. Con save DC 10+SL+Con halves.
Living Tempest (Quintekinesis Super, 182 PSPs): Three rds of life-storm in 60 ft, each 10d8 radiant. Con save DC 10+SL+Con halves.
Mass Die-Off (Quintekinesis Ultra, 43 PSPs): Delete life force in a mile. XR or GR to resist.
Genesis Rewrite (Quintekinesis Ultra, 165 PSPs): Reprogram vitality in a mile. XR or GR to resist.
World s Last Breath (Quintekinesis Ultra, 285 PSPs): End or empower all life in 10 miles. XR or GR to resist.
Quorakinesis Manipulating Collective Will
Unified Pulse (Quorakinesis Minor, 2 PSPs): Grant one ally within 20 ft +11 to their next attack roll. No save.
Peer Pressure (Quorakinesis Minor, 6 PSPs): One hostile creature within 20 ft takes −2 to its next saving throw if at least two allies are within 10 ft of it. Wis save DC 10+SL+Wis bonus negates.
Echo Action (Quorakinesis Minor, 8 PSPs): Choose one ally within 30 ft; they may immediately repeat their last movement up to 10 ft. No save.
Group Sync (Quorakinesis Major, 5 PSPs): Two allies within 20 ft may immediately swap positions. No save.
Swarm Strike (Quorakinesis Major, 19 PSPs): Up to three allies within 30 ft can make a weapon attack as a reaction. No save.
Mass Rally (Quorakinesis Major, 38 PSPs): All allies in a 20-ft radius gain +21 to attack rolls for 3 rounds. No save.
Chain Resolve (Quorakinesis Grand, 9 PSPs): Remove one fear or charm effect from all allies within 20 ft. No save.
Overwhelm (Quorakinesis Grand, 52 PSPs): All hostile creatures in a 10-ft radius take 6d8 psychic dmg if they are outnumbered in that space. Wis save DC 10+SL+Wis bonus halves.
Hive Surge (Quorakinesis Grand, 94 PSPs): All allies within 40 ft can take the Dash or Disengage action as a bonus action for the next 3 rounds. No save.
Mob Command (Quorakinesis Super, 18 PSPs): Direct all allies in a 60-ft radius to take the Ready action with the same trigger. No save.
Unity Wave (Quorakinesis Super, 103 PSPs): All allies in a 60-ft radius gain advantage on attack rolls and saving throws for 1 round. No save.
Crowd Control (Quorakinesis Super, 182 PSPs): All hostile creatures in a 60-ft radius must succeed on a Wis save DC 10+SL+Wis bonus or be forced to move toward the center of the group.
Consensus Lock (Quorakinesis Ultra, 44 PSPs): Without save, force all creatures in a 1-mile radius to agree on a single course of action for the next 24 hours. XR or GR to resist.
Mass Domination (Quorakinesis Ultra, 167 PSPs): Without save, control the actions of all creatures in a 1-mile radius for 1 hour. XR or GR to resist.
Will Absolute (Quorakinesis Ultra, 289 PSPs): Without save, bind the will of every creature in a 10-mile radius to obey a single command permanently. XR or GR to resist.
Radiokinesis - Manipulate Radiation
Glow Worm (Radiokinesis Minor, 2 PSPs): Emit a harmless little glow. No save.
Gamma Pea (Radiokinesis Minor, 6 PSPs): Fire a tight radiation burst for 2d8 radiant. Con save DC 10+SL+Con halves.
Hotspot (Radiokinesis Minor, 9 PSPs): Five-foot radioactive zone for 1 rd. Con save DC 10+SL+Con negates.
Irradiator Bind (Radiokinesis Major, 6 PSPs): Trap in a sizzling radiation field for 3 rds. Con save DC 10+SL+Con negates.
Particle Lance (Radiokinesis Major, 20 PSPs): Beam concentrated radiation, 6d8 radiant. Con save DC 10+SL+Con halves.
Fallout Burst (Radiokinesis Major, 38 PSPs): Pop a 20-ft radioactive blast, 8d6 radiant. Con save DC 10+SL+Con halves.
Containment Bubble (Radiokinesis Grand, 10 PSPs): Seal in a rad-filled sphere for 3 rds. Con save DC 10+SL+Con negates.
Chernobomb (Radiokinesis Grand, 54 PSPs): Overload with lethal radiation, 6d8 radiant. Con save DC 10+SL+Con halves.
Radstorm (Radiokinesis Grand, 91 PSPs): Flood 40 ft with deadly radiation, 10d8 radiant. Con save DC 10+SL+Con halves.
Cold Shutdown (Radiokinesis Super, 20 PSPs): End all radiation activity in 60 ft for 1 rd. No save.
Meltdown Verdict (Radiokinesis Super, 104 PSPs): Deliver catastrophic radiation strike, 15d8 radiant. Con save DC 10+SL+Con halves.
Isotope Tempest (Radiokinesis Super, 182 PSPs): Three rds of rad-storm in 60 ft, each 10d8 radiant. Con save DC 10+SL+Con halves.
Nuclear Silence (Radiokinesis Ultra, 44 PSPs): Saturate a mile with deadly rads. XR or GR to resist.
Fallout Horizon (Radiokinesis Ultra, 165 PSPs): Cause meltdown chaos in a mile. XR or GR to resist.
Atom s Last Laugh (Radiokinesis Ultra, 286 PSPs): Make 10 miles uninhabitable forever. XR or GR to resist.
Regokinesis - Manipulate Vectors
Nudge Path (Regokinesis Minor, 2 PSPs): Give a moving object a gentle course correction the cosmic equivalent of backseat driving. No save.
Billiard Shot (Regokinesis Minor, 6 PSPs): Whip a projectile mid-air toward a new victim, 2d8 dmg. Dex save DC 10+SL+Dex halves.
Redirect Zone (Regokinesis Minor, 9 PSPs): Five-foot patch where motion always takes a wrong turn. No save.
Tripwire Physics (Regokinesis Major, 6 PSPs): Twist a creature s path until it s stuck in place for 3 rds. Str save DC 10+SL+Str negates.
Boomerang Bolt (Regokinesis Major, 20 PSPs): Force bolt changes course mid-flight for 6d8 dmg. Dex save DC 10+SL+Dex halves.
Pinball Blast (Regokinesis Major, 39 PSPs): Scatter vectors in a 20-ft radius, 8d6 force. Dex save DC 10+SL+Dex halves.
Force Maze (Regokinesis Grand, 10 PSPs): Enclose in a shifting vector cage for 3 rds. Str save DC 10+SL+Str negates.
Momentum Smash (Regokinesis Grand, 54 PSPs): Slam with ricocheting forces, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Tornado of Trajectories (Regokinesis Grand, 91 PSPs): 40-ft chaos of redirections, 10d8 force. Dex save DC 10+SL+Dex halves.
Vector Freeze (Regokinesis Super, 20 PSPs): Stop all directional changes in 60 ft for 1 rd. No save.
Target All Forces (Regokinesis Super, 104 PSPs): Focus every shove, push, and pull onto one poor soul, 15d8 dmg. Dex save DC 10+SL+Dex halves.
Ricochet Storm (Regokinesis Super, 182 PSPs): Three rds of shifting-force chaos in 60 ft, each 10d8 dmg. Dex save DC 10+SL+Dex halves.
Momentum Blackout (Regokinesis Ultra, 44 PSPs): Erase vector stability in a mile. XR or GR to resist.
Chaos Physics (Regokinesis Ultra, 165 PSPs): One-mile uncontrolled redirections like reality s drunk driver. XR or GR to resist.
Total Vector War (Regokinesis Ultra, 285 PSPs): Weaponize all momentum in 10 miles. XR or GR to resist.
Retrokinesis - Manipulate Living Youth
Dust Rewind (Retrokinesis Minor, 2 PSPs): Age-reverse a speck of something boring. No save.
Wrinkle Snap (Retrokinesis Minor, 6 PSPs): Reverse-age a patch of skin until it stings, 2d8 necrotic. Con save DC 10+SL+Con halves.
Fresh Spot (Retrokinesis Minor, 9 PSPs): Roll back a 5-ft patch of organic matter by a few days. No save.
Spring Step (Retrokinesis Major, 6 PSPs): Reverse-age an ally s joints for +10 ft speed, 3 rds. No save.
Glow Beam (Retrokinesis Major, 20 PSPs): Youth-restoring ray that s great for undead burn, 6d8 radiant. Con save DC 10+SL+Con halves.
Spa Bomb (Retrokinesis Major, 38 PSPs): Roll back all organic life in 20 ft, heal or hurt as needed, 8d6. Con save DC 10+SL+Con halves dmg.
Fountain Cell (Retrokinesis Grand, 10 PSPs): Rejuvenation bubble for 3 rds. No save for friends; Con save for foes.
Reverse Decay (Retrokinesis Grand, 54 PSPs): Blast the years backward for 6d8 radiant to the wrong kind. Con save DC 10+SL+Con halves.
Bloom Vortex (Retrokinesis Grand, 91 PSPs): Roll back 40 ft of life to earlier glory, 10d8 radiant to enemies. Con save DC 10+SL+Con halves.
Age Freeze (Retrokinesis Super, 20 PSPs): Stop or reverse aging in 60 ft for 1 rd. No save.
Prime Reset (Retrokinesis Super, 104 PSPs): Restore to prime or regress to helplessness, 15d8 radiant to foes. Con save DC 10+SL+Con halves.
Rejuvenation Storm (Retrokinesis Super, 183 PSPs): Three rds of youth-storm in 60 ft, each 10d8 radiant to enemies. Con save DC 10+SL+Con halves.
Eternal Spring (Retrokinesis Ultra, 43 PSPs): Age-reset all beings in a mile. XR or GR to resist.
Backwards Biology (Retrokinesis Ultra, 165 PSPs): One-mile uncontrolled reverse-aging. XR or GR to resist.
World s Playgrd (Retrokinesis Ultra, 286 PSPs): Everyone in 10 miles gets their best years back or worse. XR or GR to resist.
Ruinokinesis Manipulating Decay
Rust Touch (Ruinokinesis Minor, 2 PSPs): Corrode a small metal object within 5 ft, rendering it useless. No save.
Crack Fissure (Ruinokinesis Minor, 6 PSPs): Weaken a 5-ft section of stone or wood, halving its structural HP. No save.
Spoil Bite (Ruinokinesis Minor, 8 PSPs): Cause perishable food or organic material within 10 ft to rot instantly. No save.
Decay Burst (Ruinokinesis Major, 5 PSPs): Inflict 3d8 necrotic dmg on a nonmagical object within 20 ft. No save.
Splinter Collapse (Ruinokinesis Major, 19 PSPs): Destroy a 10-ft section of wooden or stone structure. No save.
Rust Storm (Ruinokinesis Major, 38 PSPs): In a 20-ft radius, corrode all nonmagical metal instantly. No save.
Wither Limb (Ruinokinesis Grand, 9 PSPs): Reduce one creature s speed by half for 1 round. Con save DC 10+SL+Con bonus negates.
Crush Pillar (Ruinokinesis Grand, 52 PSPs): Collapse a 10-ft-tall support, dealing 6d8 bludgeoning dmg to all in 10 ft. Dex save DC 10+SL+Dex bonus halves.
Erosion Field (Ruinokinesis Grand, 94 PSPs): Over 3 rounds, reduce the AC of all structures in a 40-ft radius by 5. No save.
Ruination Wave (Ruinokinesis Super, 18 PSPs): Inflict 8d8 force dmg to all nonmagical objects in a 30-ft radius. No save.
Structural Annihilation (Ruinokinesis Super, 103 PSPs): Collapse a building up to 30 ft tall instantly. No save.
Decay Dominion (Ruinokinesis Super, 182 PSPs): Over 3 rounds, reduce all nonmagical weapons, armor, and structures in a 60-ft radius to dust. No save.
Mass Collapse (Ruinokinesis Ultra, 44 PSPs): Without save, collapse all structures in a 1-mile radius. XR or GR to resist.
Planetary Erosion (Ruinokinesis Ultra, 167 PSPs): Without save, strip away the surface layer of terrain in a 1-mile radius. XR or GR to resist.
Entropy Absolute (Ruinokinesis Ultra, 289 PSPs): Without save, age and decay all nonmagical matter in a 10-mile radius into dust. XR or GR to resist.
Scientiakinesis - Manipulate Knowledge
Brain Ping (Scientiakinesis Minor, 2 PSPs): Recall or delete one useless fact. No save.
Trivia Bullet (Scientiakinesis Minor, 6 PSPs): Cram one tidbit into a skull, 2d8 psychic if resisted. Int save DC 10+SL+Int halves.
Fact Fog (Scientiakinesis Minor, 9 PSPs): Five-foot trivia bubble useless but compelling. No save.
Obsessive Focus (Scientiakinesis Major, 6 PSPs): Force all thought onto one thing, restraining for 3 rds. Int save DC 10+SL+Int negates.
Info Ray (Scientiakinesis Major, 20 PSPs): Blast with pure data, 6d8 psychic. Int save DC 10+SL+Int halves.
Lecture Bomb (Scientiakinesis Major, 39 PSPs): Overwhelm 20 ft with rapid knowledge, 8d6 psychic. Int save DC 10+SL+Int halves.
Data Loop (Scientiakinesis Grand, 10 PSPs): Trap in repeating info cycle for 3 rds. Int save DC 10+SL+Int negates.
Mind Overflow (Scientiakinesis Grand, 54 PSPs): Overload with impossible data volumes, 6d8 psychic. Int save DC 10+SL+Int halves.
Thinknado (Scientiakinesis Grand, 91 PSPs): 40-ft info storm, 10d8 psychic. Int save DC 10+SL+Int halves.
Knowledge Freeze (Scientiakinesis Super, 20 PSPs): Stop all learning or forgetting in 60 ft for 1 rd. No save.
Brain Dump (Scientiakinesis Super, 104 PSPs): Cram a life s worth of data into a head, 15d8 psychic. Int save DC 10+SL+Int halves.
Info Tempest (Scientiakinesis Super, 183 PSPs): Three rds of info storm in 60 ft, each 10d8 psychic. Int save DC 10+SL+Int halves.
Mass Amnesia (Scientiakinesis Ultra, 44 PSPs): Delete all knowledge in a mile. XR or GR to resist.
Data Flood (Scientiakinesis Ultra, 165 PSPs): One-mile infinite data dump. XR or GR to resist.
History Rewrite (Scientiakinesis Ultra, 285 PSPs): Replace the knowledge of all beings in 10 miles. XR or GR to resist.
Scientikinesis - Manipulate Scientific Laws
Law Wiggle (Scientikinesis Minor, 2 PSPs): Adjust a constant of nature for petty reasons. No save.
Frictionless Shot (Scientikinesis Minor, 6 PSPs): Projectile ignores physics, 2d8 force. Dex save DC 10+SL+Dex halves.
Weird Patch (Scientikinesis Minor, 9 PSPs): Five-foot rule-change zone. No save.
Rule Cage (Scientikinesis Major, 6 PSPs): Enforce one physics law on a creature for 3 rds. Str save DC 10+SL+Str negates.
Gravity Beam (Scientikinesis Major, 20 PSPs): Alter a core force mid-shot, 6d8 force. Dex save DC 10+SL+Dex halves.
Constant Collapse (Scientikinesis Major, 39 PSPs): 20-ft rule-shift detonation, 8d6 force. Dex save DC 10+SL+Dex halves.
Law Cell (Scientikinesis Grand, 10 PSPs): Trap in unbreakable altered constants for 3 rds. Str save DC 10+SL+Str negates.
Matter Crush (Scientikinesis Grand, 54 PSPs): Re-write how mass works and drop it, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Reality Gyre (Scientikinesis Grand, 91 PSPs): 40-ft swirl of unstable laws, 10d8 force. Dex save DC 10+SL+Dex halves.
Law Freeze (Scientikinesis Super, 20 PSPs): Halt all law changes in 60 ft for 1 rd. No save.
Edict of Force (Scientikinesis Super, 104 PSPs): Rewrite one law for a target, 15d8 force. Dex save DC 10+SL+Dex halves.
Physics Tempest (Scientikinesis Super, 183 PSPs): Three rds of shifting laws in 60 ft, each 10d8 force. Dex save DC 10+SL+Dex halves.
Fundamental Wipe (Scientikinesis Ultra, 44 PSPs): Alter constants in a mile. XR or GR to resist.
Lawquake (Scientikinesis Ultra, 165 PSPs): Break or invert laws in a mile. XR or GR to resist.
Universal Rewrite (Scientikinesis Ultra, 286 PSPs): Change the rules of reality for 10 miles. XR or GR to resist.
Seismokinesis - Manipulate Vibration
Foot Itch (Seismokinesis Minor, 2 PSPs): Send a harmless grd tingle, mostly to be annoying. No save.
Aftershock Pea (Seismokinesis Minor, 6 PSPs): Focused grd-thump for 2d8 bludgeoning. Con save DC 10+SL+Con halves.
Loose Gravel (Seismokinesis Minor, 9 PSPs): Five-foot shake patch to ruin footing. Dex save DC 10+SL+Dex negates.
Tripquake (Seismokinesis Major, 6 PSPs): Shake someone onto their butt for 3 rds. Dex save DC 10+SL+Dex negates.
Faultline Ray (Seismokinesis Major, 20 PSPs): Piercing quake-beam for 6d8 thunder. Con save DC 10+SL+Con halves.
Pothole Party (Seismokinesis Major, 39 PSPs): 20-ft violent shake, 8d6 bludgeoning. Con save DC 10+SL+Con halves.
Quake Ring (Seismokinesis Grand, 10 PSPs): Seismic corral for 3 rds. Str save DC 10+SL+Str negates.
Landslide Hug (Seismokinesis Grand, 54 PSPs): Drop the terrain on them, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Rocknado (Seismokinesis Grand, 91 PSPs): 40-ft vibration zone, 10d8 thunder. Con save DC 10+SL+Con halves.
Still Earth (Seismokinesis Super, 20 PSPs): Stop all shaking in 60 ft for 1 rd. No save.
Epicenter Verdict (Seismokinesis Super, 104 PSPs): Drop the big one on a target, 15d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Faultstorm (Seismokinesis Super, 182 PSPs): Three rds of seismic chaos in 60 ft, each 10d8 thunder. Con save DC 10+SL+Con halves.
Level It All (Seismokinesis Ultra, 43 PSPs): Flatten structures in a mile. XR or GR to resist.
Never-Ending Quake (Seismokinesis Ultra, 165 PSPs): Mile-wide grd dance forever. XR or GR to resist.
Planet Crack (Seismokinesis Ultra, 285 PSPs): Shatter 10 miles of crust. XR or GR to resist.
Sentiantkinesis - Manipulate Sentience
Brain Dimmer (Sentiantkinesis Minor, 2 PSPs): Adjust awareness by a notch or two. Wis save DC 10+SL+Wis negates.
Mind Ping (Sentiantkinesis Minor, 6 PSPs): Awareness-tweaking pulse for 2d8 psychic. Wis save DC 10+SL+Wis halves.
Alert Bubble (Sentiantkinesis Minor, 9 PSPs): Five-foot zone of sharper or duller minds. Wis save DC 10+SL+Wis negates.
Consciousness Clamp (Sentiantkinesis Major, 6 PSPs): Force on/off switch for sentience, 3 rds. Wis save DC 10+SL+Wis negates.
Awareness Beam (Sentiantkinesis Major, 20 PSPs): Tweak a brain s brightness, 6d8 psychic. Wis save DC 10+SL+Wis halves.
Cognitive Burst (Sentiantkinesis Major, 39 PSPs): 20-ft mood-swing for minds, 8d6 psychic. Wis save DC 10+SL+Wis halves.
Thought Loop (Sentiantkinesis Grand, 10 PSPs): Trap in endless sentience feedback, 3 rds. Wis save DC 10+SL+Wis negates.
Overthink Slam (Sentiantkinesis Grand, 54 PSPs): Max awareness or none at all, 6d8 psychic. Wis save DC 10+SL+Wis halves.
Mindstorm (Sentiantkinesis Grand, 91 PSPs): 40-ft chaos-thought zone, 10d8 psychic. Wis save DC 10+SL+Wis halves.
Sentience Freeze (Sentiantkinesis Super, 20 PSPs): Lock all minds in 60 ft in current state. No save.
Sapience Verdict (Sentiantkinesis Super, 104 PSPs): Force ultimate wake-up or total blackout, 15d8 psychic. Wis save DC 10+SL+Wis halves.
Awareness Tempest (Sentiantkinesis Super, 183 PSPs): Three rds of mind-whiplash in 60 ft, each 10d8 psychic. Wis save DC 10+SL+Wis halves.
Mind Wipe Mile (Sentiantkinesis Ultra, 44 PSPs): Delete sentience in a mile. XR or GR to resist.
Hyper-Mind Flood (Sentiantkinesis Ultra, 166 PSPs): Overfill minds in a mile until they snap. XR or GR to resist.
Consciousness Rewrite (Sentiantkinesis Ultra, 286 PSPs): Reprogram or erase sentience in 10 miles. XR or GR to resist.
Serqekinesis - Manipulate Acid
Color Burn (Serqekinesis Minor, 2 PSPs): Change acid hue or kick potency up or down. No save.
Drip Shot (Serqekinesis Minor, 6 PSPs): Acid droplet projectile, 2d8 acid. Dex save DC 10+SL+Dex halves.
Spill Spot (Serqekinesis Minor, 9 PSPs): Five-foot caustic puddle. Dex save DC 10+SL+Dex negates.
Corrode Bind (Serqekinesis Major, 6 PSPs): Acid-slicked restraints for 3 rds. Str save DC 10+SL+Str negates.
Melt Ray (Serqekinesis Major, 20 PSPs): High-pressure acid stream, 6d8 acid. Dex save DC 10+SL+Dex halves.
Splash Bomb (Serqekinesis Major, 39 PSPs): 20-ft acid detonation, 8d6 acid. Dex save DC 10+SL+Dex halves.
Acid Sphere (Serqekinesis Grand, 10 PSPs): Seal target in corrosive globe for 3 rds. Str save DC 10+SL+Str negates.
Pressure Melt (Serqekinesis Grand, 54 PSPs): Collapse acid flow onto target, 6d8 acid. Dex save DC 10+SL+Dex halves.
Rain of Pain (Serqekinesis Grand, 91 PSPs): 40-ft acid storm, 10d8 acid. Dex save DC 10+SL+Dex halves.
Neutralize All (Serqekinesis Super, 20 PSPs): Stop acid activity in 60 ft. No save.
Dissolve Verdict (Serqekinesis Super, 104 PSPs): Drench in max-strength acid, 15d8 acid. Dex save DC 10+SL+Dex halves.
Caustic Tempest (Serqekinesis Super, 182 PSPs): Three rds of acid rain in 60 ft, each 10d8 acid. Dex save DC 10+SL+Dex halves.
Acid Mile (Serqekinesis Ultra, 43 PSPs): Mile-wide acid downpour. XR or GR to resist.
Meltdown Flood (Serqekinesis Ultra, 165 PSPs): Saturate mile-wide zone in acid torrents. XR or GR to resist.
Global Dissolve (Serqekinesis Ultra, 285 PSPs): Ten-mile full corrosion. XR or GR to resist.
Somnokinesis Manipulating Sleep
Drowsy Touch (Somnokinesis Minor, 2 PSPs): Cause one creature within 10 ft to become drowsy, giving −1 to their next roll. Wis save DC 10+SL+Wis bonus negates.
Sleep Pulse (Somnokinesis Minor, 6 PSPs): Put one creature within 15 ft to sleep for 1 round. Wis save DC 10+SL+Wis bonus negates.
Dream Whisper (Somnokinesis Minor, 8 PSPs): Send a brief mental message to a sleeping creature. No save.
Slumber Cloud (Somnokinesis Major, 5 PSPs): Fill a 10-ft radius with soporific mist; creatures inside must save or fall asleep for 1 round. Wis save DC 10+SL+Wis bonus negates.
Deep Sleep (Somnokinesis Major, 19 PSPs): Cause a creature within 30 ft to fall asleep for 1d4 rounds. Wis save DC 10+SL+Wis bonus negates.
Nightmare Pulse (Somnokinesis Major, 38 PSPs): Inflict 4d8 psychic dmg to a sleeping creature. No save.
Dream Lock (Somnokinesis Grand, 9 PSPs): Prevent one sleeping creature from waking for 1 round. No save.
Shared Nightmare (Somnokinesis Grand, 52 PSPs): Deal 6d8 psychic dmg to a sleeping creature and all allies within 10 ft. Wis save DC 10+SL+Wis bonus halves.
Dream Prison (Somnokinesis Grand, 94 PSPs): Trap one creature in a dreamscape for 3 rounds. Wis save DC 10+SL+Wis bonus negates.
Mass Slumber (Somnokinesis Super, 18 PSPs): All creatures in a 20-ft radius must save or sleep for 1 round. Wis save DC 10+SL+Wis bonus negates.
Nightmare Dominion (Somnokinesis Super, 103 PSPs): For 3 rounds, inflict 6d8 psychic dmg each round to all sleeping creatures in a 60-ft radius. No save.
Eternal Dream (Somnokinesis Super, 182 PSPs): Put a creature into an indefinite magical sleep until dispelled. Wis save DC 10+SL+Wis bonus negates.
Oneiric Shroud (Somnokinesis Ultra, 44 PSPs): Without save, envelop a 1-mile radius in dream fog; all creatures sleep for 1 minute. XR or GR to resist.
World of Sleep (Somnokinesis Ultra, 167 PSPs): Without save, put all non-immune creatures in a 1-mile radius into deep sleep for 1 hour. XR or GR to resist.
Dream Absolute (Somnokinesis Ultra, 289 PSPs): Without save, permanently merge all creatures in a 10-mile radius into a shared dream realm. XR or GR to resist.
Spatio‑Chronokinesis - Manipulate Spacetime
Micro-Blink (Spatio-Chronokinesis Minor, 2 PSPs): Shift an object a hair forward or back in time. No save.
Warp Shot (Spatio-Chronokinesis Minor, 6 PSPs): Space-time bolt for 2d8 force. Dex save DC 10+SL+Dex halves.
Ripple Patch (Spatio-Chronokinesis Minor, 9 PSPs): Five-foot shimmering distortion. No save.
Lag Cage (Spatio-Chronokinesis Major, 6 PSPs): Misalign time/space around a creature for 3 rds. Wis save DC 10+SL+Wis negates.
Slow Beam (Spatio-Chronokinesis Major, 20 PSPs): Warp space drag around a target, 6d8 force. Dex save DC 10+SL+Dex halves.
Collapse Pulse (Spatio-Chronokinesis Major, 39 PSPs): 20-ft implosion of stability, 8d6 force. Dex save DC 10+SL+Dex halves.
Stasis Cube (Spatio-Chronokinesis Grand, 10 PSPs): Fold space and stop time for 3 rds. Wis save DC 10+SL+Wis negates.
Paradox Slam (Spatio-Chronokinesis Grand, 54 PSPs): Crush with space collapse and time rewind, 6d8 force. Dex save DC 10+SL+Dex halves.
Continuum Storm (Spatio-Chronokinesis Grand, 91 PSPs): 40-ft distortions, 10d8 force. Dex save DC 10+SL+Dex halves.
Chrono-Freeze (Spatio-Chronokinesis Super, 20 PSPs): Stop time and space in 60 ft for 1 rd. No save.
Singularity Verdict (Spatio-Chronokinesis Super, 104 PSPs): Target-only mini-black-hole, 15d8 force. Dex save DC 10+SL+Dex halves.
Entropy Tempest (Spatio-Chronokinesis Super, 183 PSPs): Three rds of continuum collapse in 60 ft, each 10d8 force. Dex save DC 10+SL+Dex halves.
Mile Reset (Spatio-Chronokinesis Ultra, 44 PSPs): Erase stability of space-time in a mile. XR or GR to resist.
Fractured Continuum (Spatio-Chronokinesis Ultra, 165 PSPs): Mile-wide shattered time and space. XR or GR to resist.
Universal Undo (Spatio-Chronokinesis Ultra, 286 PSPs): Collapse and reboot space-time in 10 miles. XR or GR to resist.
Spatiokinesis - Manipulate Space
Pocket-Stretch (Spatiokinesis Minor, 2 PSPs): Expand or contract a cubic foot of space like spatial taffy. No save.
Warp Pebble (Spatiokinesis Minor, 6 PSPs): Toss a projectile that cheats geometry, 2d8 force. Dex save DC 10+SL+Dex halves.
Escher Patch (Spatiokinesis Minor, 9 PSPs): Make a 5-ft zone that would give M.C. Escher vertigo. No save.
Fold Lock (Spatiokinesis Major, 6 PSPs): Fold a creature s path until it stops moving for 3 rds. Str save DC 10+SL+Str negates.
Singularity Beam (Spatiokinesis Major, 20 PSPs): Punch a narrow hole through reality, 6d8 force. Dex save DC 10+SL+Dex halves.
Event Bubble (Spatiokinesis Major, 39 PSPs): Turn a 20-ft radius into a warped-space grenade, 8d6 force. Dex save DC 10+SL+Dex halves.
Pocket Prison (Spatiokinesis Grand, 10 PSPs): Drop a target into a broom-closet dimension for 3 rds. Str save DC 10+SL+Str negates.
Origami Crush (Spatiokinesis Grand, 54 PSPs): Fold a target in ways chiropractors fear, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Gravity Riptide (Spatiokinesis Grand, 91 PSPs): Swirl 40-ft of space currents into 10d8 force. Dex save DC 10+SL+Dex halves.
Spatial Freeze (Spatiokinesis Super, 20 PSPs): Put all spatial change in 60 ft on pause. No save.
Dimensional Verdict (Spatiokinesis Super, 104 PSPs): Drag a target through the wrong set of dimensions, 15d8 force. Dex save DC 10+SL+Dex halves.
Collapse Tempest (Spatiokinesis Super, 183 PSPs): Three rds of 60-ft implosion weather, 10d8 each. Dex save DC 10+SL+Dex halves.
Vacuum Silence (Spatiokinesis Ultra, 44 PSPs): Without save, erase a mile s worth of space. XR or GR to resist.
Topological Meltdown (Spatiokinesis Ultra, 165 PSPs): Without save, twist a mile of space into spaghetti. XR or GR to resist.
Null Horizon (Spatiokinesis Ultra, 285 PSPs): Without save, fold 10 miles into the same point. XR or GR to resist.
Stannokinesis - Manipulate Tin
Tin Twiddle (Stannokinesis Minor, 2 PSPs): Fiddle with a scrap of tin like you re bored in alchemy class. No save.
Shard Pop (Stannokinesis Minor, 6 PSPs): Fire a tin shard for 2d8 piercing. Dex save DC 10+SL+Dex halves.
Tinplate Patch (Stannokinesis Minor, 9 PSPs): Drop a 5-ft slab of tin plating. No save.
Molten Bind (Stannokinesis Major, 6 PSPs): Wrap someone in freshly molten tin for 3 rds. Str save DC 10+SL+Str negates.
Forge Lance (Stannokinesis Major, 20 PSPs): Hurl a tin spike for 6d8 piercing. Dex save DC 10+SL+Dex halves.
Foundry Burst (Stannokinesis Major, 39 PSPs): Spray molten tin in 20 ft, 8d6 fire. Dex save DC 10+SL+Dex halves.
Coffin Cast (Stannokinesis Grand, 10 PSPs): Seal a creature in a tin sarcophagus for 3 rds. Str save DC 10+SL+Str negates.
Ingot Drop (Stannokinesis Grand, 54 PSPs): Drop a slab of tin the size of a wagon, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Molten Cyclone (Stannokinesis Grand, 91 PSPs): 40-ft tinfire storm, 10d8 fire. Dex save DC 10+SL+Dex halves.
Metal Freeze (Stannokinesis Super, 20 PSPs): Stop all tin from moving in 60 ft. No save.
Impaler s Verdict (Stannokinesis Super, 104 PSPs): 100 tin spikes in rapid succession, 15d8 piercing. Dex save DC 10+SL+Dex halves.
Forge Tempest (Stannokinesis Super, 182 PSPs): Three rds of molten tin rain in 60 ft, 10d8 fire each. Dex save DC 10+SL+Dex halves.
Ore Purge (Stannokinesis Ultra, 44 PSPs): Without save, melt or reshape all tin in a mile. XR or GR to resist.
Tin Armageddon (Stannokinesis Ultra, 165 PSPs): Without save, turn a mile of tin into shrapnel. XR or GR to resist.
Smeltdown (Stannokinesis Ultra, 285 PSPs): Without save, drown 10 miles in molten tin. XR or GR to resist.
Steatokinesis - Manipulate Body Fat
Flab Flick (Steatokinesis Minor, 2 PSPs): Shift your own fat like a party trick. No save.
Grease Glob (Steatokinesis Minor, 6 PSPs): Chuck a hardened fat ball, 2d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Cushion Patch (Steatokinesis Minor, 9 PSPs): Drop a 5-ft fat pad to absorb hits. No save.
Lipid Bind (Steatokinesis Major, 6 PSPs): Glop someone in sticky fat for 3 rds. Str save DC 10+SL+Str negates.
Tallow Pike (Steatokinesis Major, 20 PSPs): Launch a spear of congealed fat, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Grease Burst (Steatokinesis Major, 39 PSPs): Pop fat cells in 20 ft into 8d6 fire. Dex save DC 10+SL+Dex halves.
Blubber Tomb (Steatokinesis Grand, 10 PSPs): Cocoon a creature in fat for 3 rds. Str save DC 10+SL+Str negates.
Cholesterol Crush (Steatokinesis Grand, 54 PSPs): Drop a giant fat block, 6d8 bludgeoning. Dex save DC 10+SL+Dex halves.
Lipid Cyclone (Steatokinesis Grand, 91 PSPs): 40-ft radius of flaming fat swirl, 10d8 fire. Dex save DC 10+SL+Dex halves.
Adipose Freeze (Steatokinesis Super, 20 PSPs): Stop fat from moving in 60 ft. No save.
Lard Verdict (Steatokinesis Super, 104 PSPs): Blast a target with explosive lipids, 15d8 fire. Dex save DC 10+SL+Dex halves.
Grease Tempest (Steatokinesis Super, 182 PSPs): Three rds of 60-ft fat inferno, 10d8 fire each. Dex save DC 10+SL+Dex halves.
Lipid Purge (Steatokinesis Ultra, 44 PSPs): Without save, burn or strip all body fat in a mile. XR or GR to resist.
Obesity Bomb (Steatokinesis Ultra, 165 PSPs): Without save, weaponize every fat cell in a mile. XR or GR to resist.
Deep Fry Horizon (Steatokinesis Ultra, 285 PSPs): Without save, immolate fat in 10 miles. XR or GR to resist.
Subatokinesis - Manipulate Subatomic Particles
Quark Nudge (Subatokinesis Minor, 2 PSPs): Move a subatomic particle just to annoy physicists. No save.
Hadron Pop (Subatokinesis Minor, 6 PSPs): Fire a particle beam for 2d8 force. Dex save DC 10+SL+Dex halves.
Uncertainty Patch (Subatokinesis Minor, 9 PSPs): 5-ft bubble where physics forgets itself. No save.
Quantum Bind (Subatokinesis Major, 6 PSPs): Lock someone s atoms in place for 3 rds. Str save DC 10+SL+Str negates.
Lepton Lance (Subatokinesis Major, 20 PSPs): Fire a precision particle bolt, 6d8 force. Dex save DC 10+SL+Dex halves.
Neutron Burst (Subatokinesis Major, 39 PSPs): 20-ft destabilization zone, 8d6 force. Dex save DC 10+SL+Dex halves.
Atom Cage (Subatokinesis Grand, 10 PSPs): Trap a target in a subatomic prison for 3 rds. Str save DC 10+SL+Str negates.
Molecule Crush (Subatokinesis Grand, 54 PSPs): Collapse someone s atomic structure, 6d8 force. Dex save DC 10+SL+Dex halves.
Quark Cyclone (Subatokinesis Grand, 91 PSPs): 40-ft storm of particle chaos, 10d8 force. Dex save DC 10+SL+Dex halves.
Particle Freeze (Subatokinesis Super, 20 PSPs): Stop all subatomic motion in 60 ft. No save.
Mass Verdict (Subatokinesis Super, 104 PSPs): Break the bonds of a target s matter, 15d8 force. Dex save DC 10+SL+Dex halves.
Quantum Tempest (Subatokinesis Super, 183 PSPs): Three rds of 60-ft particle storm, 10d8 force each. Dex save DC 10+SL+Dex halves.
Matter Null (Subatokinesis Ultra, 44 PSPs): Without save, destabilize all matter in a mile. XR or GR to resist.
Chain-Reaction Doom (Subatokinesis Ultra, 165 PSPs): Without save, trigger runaway particle collapse in a mile. XR or GR to resist.
Big Rip (Subatokinesis Ultra, 285 PSPs): Without save, undo all matter in 10 miles. XR or GR to resist.
Sunakinesis - Manipulate Sand Particles
Sand in My Shoe (Sunakinesis Minor, 2 PSPs): Casually swirl or rearrange a patch of sand just enough to annoy barefoot creatures. No save.
Pocket Sand! (Sunakinesis Minor, 6 PSPs): Fling a stinging cluster of grains at high speed, dealing 2d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Beach Trap (Sunakinesis Minor, 9 PSPs): Lay down a 5-ft patch of traction-killing grit, halving movement speed. Str save DC 10+SL+Str bonus negates.
Dune Cocoon (Sunakinesis Major, 6 PSPs): Wrap a creature in a swirling dune hug for 3 rds. Str save DC 10+SL+Str bonus negates.
Glassmaker s Spear (Sunakinesis Major, 20 PSPs): Launch a sun-baked spike of sand, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Desert Grenade (Sunakinesis Major, 38 PSPs): Detonate a sandy blast in a 20-ft radius, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Pharaoh s Timeout (Sunakinesis Grand, 10 PSPs): Bury a creature in a tight sandstone hug for 3 rds. Str save DC 10+SL+Str bonus negates.
Obelisk Drop (Sunakinesis Grand, 54 PSPs): Drop a monolithic sand column onto the target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Hourglass Hell (Sunakinesis Grand, 91 PSPs): Whip a 40-ft radius into a slicing sand cyclone, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Desert Freeze (Sunakinesis Super, 20 PSPs): Stop all sand movement in a 60-ft radius for 1 rd. No save.
Trial by Sand (Sunakinesis Super, 104 PSPs): Blast a target with an execution-grade sandstorm, dealing 15d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Siesta in the Dunes (Sunakinesis Super, 183 PSPs): Maintain a sandstorm in a 60-ft radius for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Zen Garden from Hell (Sunakinesis Ultra, 44 PSPs): Without save, strip or bury all sand in a 1-mile radius. XR or GR to resist.
Anubis Broom (Sunakinesis Ultra, 165 PSPs): Without save, scour a 1-mile radius with weaponized sand. XR or GR to resist.
Planet Sahara (Sunakinesis Ultra, 285 PSPs): Without save, turn a 10-mile radius into a single, unending sandstorm. XR or GR to resist.
Symphokinesis - Manipulate Music
Flat Note (Symphokinesis Minor, 2 PSPs): Nudge a note off-key or tweak a tune for a moment. No save.
Killer Riff (Symphokinesis Minor, 6 PSPs): Fire a sonic shard, dealing 2d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Mood Music (Symphokinesis Minor, 9 PSPs): Fill a 5-ft zone with ambiance that strongly suggests a mood. Wis save DC 10+SL+Wis bonus negates.
Earworm Loop (Symphokinesis Major, 6 PSPs): Trap a creature in a mental song loop for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Power Chord Cannon (Symphokinesis Major, 20 PSPs): Blast a target with a high-decibel chord, dealing 6d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Stage Dive Shockwave (Symphokinesis Major, 38 PSPs): Burst a 20-ft radius with a music-driven shockwave, dealing 8d6 thunder dmg. Con save DC 10+SL+Con bonus halves.
Soundproof Coffin (Symphokinesis Grand, 9 PSPs): Trap a creature inside a sphere of isolating harmonics for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Drop the Bass (Symphokinesis Grand, 54 PSPs): Collapse destructive bass vibrations into one crushing note, dealing 6d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Mosh Pit Maelstrom (Symphokinesis Grand, 91 PSPs): Blast a 40-ft radius with chaotic sonic bursts, dealing 10d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Dead Air (Symphokinesis Super, 20 PSPs): Cease all musical resonance in a 60-ft radius for 1 rd. No save.
Final Encore (Symphokinesis Super, 104 PSPs): Deliver the last note they ll ever hear, dealing 15d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Festival from Hell (Symphokinesis Super, 183 PSPs): Sustain a 60-ft radius of punishing sound for 3 rds, each dealing 10d8 thunder dmg. Con save DC 10+SL+Con bonus halves.
Silence the World (Symphokinesis Ultra, 43 PSPs): Without save, mute or weaponize music across 1 mile. XR or GR to resist.
Bassquake (Symphokinesis Ultra, 165 PSPs): Without save, flood a 1-mile radius with shattering resonance. XR or GR to resist.
Orchestra of Oblivion (Symphokinesis Ultra, 285 PSPs): Without save, engulf a 10-mile radius in lethal symphonies. XR or GR to resist.
Technokinesis - Manipulate Technology
USB Wiggle (Technokinesis Minor, 2 PSPs): Read trivial data from a device within 10 ft. No save.
Static Pop (Technokinesis Minor, 6 PSPs): Zap a device or construct, dealing 2d8 lightning dmg. Dex save DC 10+SL+Dex bonus halves.
Dial-Up Doom (Technokinesis Minor, 8 PSPs): Kill all communications in 30 ft for 1 rd. Int save DC 10+SL+Int bonus negates.
Robo-Jockey (Technokinesis Major, 5 PSPs): Seize control of a simple machine for 3 rds. Int save DC 10+SL+Int bonus negates.
Exploding Toaster (Technokinesis Major, 21 PSPs): Detonate a device for 6d8 fire dmg to a target within 30 ft. Dex save DC 10+SL+Dex bonus halves.
Microwave Blackout (Technokinesis Major, 36 PSPs): Disable all unshielded electronics in a 20-ft radius for 1 minute. Int save DC 10+SL+Int bonus negates for constructs.
Rusty Cuffs (Technokinesis Grand, 10 PSPs): Jam the moving parts of a construct for 3 rds. Str save DC 10+SL+Str bonus negates.
Scrap Cannon (Technokinesis Grand, 49 PSPs): Turn a device into a railgun, dealing 6d8 piercing dmg to a target within 120 ft. Dex save DC 10+SL+Dex bonus halves.
Blue Screen of Death (Technokinesis Grand, 91 PSPs): Overload all devices in a 40-ft radius, dealing 10d8 lightning dmg to constructs. Dex save DC 10+SL+Dex bonus halves.
Factory Reset (Technokinesis Super, 18 PSPs): Command all simple machines in 60 ft for 3 rds. Int save DC 10+SL+Int bonus negates for constructs.
Death Star in a Box (Technokinesis Super, 104 PSPs): Form a weapon from nearby machinery for 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Mechocalypse (Technokinesis Super, 179 PSPs): Animate every loose part into attackers in a 60-ft radius for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Digital Extinction (Technokinesis Ultra, 44 PSPs): Without save, shut down or destroy all machines in a 1-mile radius. XR or GR to resist.
Grey Goo Buffet (Technokinesis Ultra, 163 PSPs): Without save, unleash nanites to devour everything in 1 mile. XR or GR to resist.
Root Access Granted (Technokinesis Ultra, 282 PSPs): Without save, take control of all tech in 10 miles. XR or GR to resist.
Tectokinesis - Manipulate Tectonic Plates
Fault Line Fidget (Tectokinesis Minor, 2 PSPs): Nudge the bedrock just enough to make geologists nervous. No save.
Pebble Sniper (Tectokinesis Minor, 6 PSPs): Fire a rock chip with tectonic force, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Mini-Quake (Tectokinesis Minor, 9 PSPs): Create a 5-ft wobbling grd patch. Dex save DC 10+SL+Dex bonus negates.
Seismic Shackles (Tectokinesis Major, 6 PSPs): Pin a creature with shifting grd for 3 rds. Str save DC 10+SL+Str bonus negates.
Volcano s Toothpick (Tectokinesis Major, 20 PSPs): Erupt a column of rock, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Grd Zero (Tectokinesis Major, 39 PSPs): Tear a 20-ft radius rupture, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Stone Coffin (Tectokinesis Grand, 10 PSPs): Seal a creature in stone for 3 rds. Str save DC 10+SL+Str bonus negates.
Continental Crush (Tectokinesis Grand, 54 PSPs): Smash shifting plates together on a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Earth-Mixer (Tectokinesis Grand, 91 PSPs): Roll a 40-ft radius of grd like dough, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Geologic Freeze (Tectokinesis Super, 20 PSPs): Stop tectonic movement in a 60-ft radius for 1 rd. No save.
Judgment Fault (Tectokinesis Super, 104 PSPs): Drive raw tectonic force into a target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Apocalypse Tremors (Tectokinesis Super, 182 PSPs): Keep the grd in a 60-ft radius violently shifting for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Shattered Earth (Tectokinesis Ultra, 43 PSPs): Without save, break the grd over 1 mile into useless chunks. XR or GR to resist.
Pangaea s Revenge (Tectokinesis Ultra, 165 PSPs): Without save, cause catastrophic shifts across 1 mile. XR or GR to resist.
The Day the World Cracked (Tectokinesis Ultra, 286 PSPs): Without save, obliterate all tectonic stability in 10 miles. XR or GR to resist.
Telekinesis - Manipulate Objects
Force Nudge (Telekinesis Minor, 2 PSPs): Move an unattended object ≤ 20 lbs up to 15 ft in any direction. No save.
Kinetic Jab (Telekinesis Minor, 5 PSPs): Strike one creature within 30 ft with a focused force pulse, dealing 2d8 force dmg. Str save DC 10+SL+Str bonus halves.
Micro‑Burst (Telekinesis Minor, 7 PSPs): Push all creatures in a 10‑ft radius 5 ft away. Str save DC 10+SL+Str bonus negates push.
Weapon Snatch (Telekinesis Major, 6 PSPs): Pull a held weapon or item from a creature within 30 ft into your hand. Str save DC 10+SL+Str bonus negates.
Force Slam (Telekinesis Major, 19 PSPs): Lift one creature within 30 ft and slam it into the grd. Deals 6d8 bludgeoning dmg. Con save DC 10+SL+Con bonus halves.
Force Wave (Telekinesis Major, 43 PSPs): Emit a 20‑ft radius kinetic blast, dealing 8d6 force dmg and pushing targets 10 ft away. Str save DC 10+SL+Str bonus halves dmg but not push.
Mass Lift (Telekinesis Grand, 10 PSPs): Levitate up to 3 Large or smaller creatures within 40 ft for 1 minute. Str save DC 10+SL+Str bonus negates for each.
Bone Crush (Telekinesis Grand, 55 PSPs): Deal 6d8 bludgeoning dmg to a target and restrain it for 3 rds. Con save DC 10+SL+Con bonus halves dmg and negates restraint.
Shockwave Burst (Telekinesis Grand, 97 PSPs): Create a 40‑ft radius force explosion dealing 10d8 force dmg and knocking creatures prone. Str save DC 10+SL+Str bonus halves dmg but not prone.
Mass Pin (Telekinesis Super, 22 PSPs): Hold all creatures in a 60‑ft radius motionless for 1 rd. Str save DC 10+SL+Str bonus negates.
Meteoric Drop (Telekinesis Super, 110 PSPs): Lift a Huge or smaller object and drop it onto one target within 60 ft, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Force Maelstrom (Telekinesis Super, 185 PSPs): Create a vortex of crushing force in a 60‑ft radius for 3 rds. Each rd deals 10d8 force dmg. Str save DC 10+SL+Str bonus halves.
Continental Shockwave (Telekinesis Ultra, 42 PSPs): Without save, release a wave of pure force flattening all structures and creatures in a 1‑mile radius. XR or GR to resist.
Skyfall Crush (Telekinesis Ultra, 174 PSPs): Without save, pull hundreds of tons of debris from the air onto a 1‑mile radius. XR or GR to resist.
Graviton Collapse (Telekinesis Ultra, 283 PSPs): Without save, generate an implosive singularity in a 1‑mile radius, crushing all matter to dust. XR or GR to resist.
Tephrakinesis - Manipulate Ash
Crematory Breeze (Tephrakinesis Minor, 2 PSPs): Stir just enough ash to ruin laundry day. No save.
Volcanic Paper Cut (Tephrakinesis Minor, 6 PSPs): Launch a sharp clump of ash, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Eye-Irritant Cloud (Tephrakinesis Minor, 9 PSPs): Conjure a 5-ft vision-ruining ash puff. Con save DC 10+SL+Con bonus negates.
Ash Blanket Statement (Tephrakinesis Major, 6 PSPs): Swaddle a creature in suffocating ash for 3 rds. Str save DC 10+SL+Str bonus negates.
Cinder Javelin (Tephrakinesis Major, 20 PSPs): Hurl a heated ash spear, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Funeral Pyrotechnics (Tephrakinesis Major, 38 PSPs): Detonate a 20-ft ash cloud with fiery flair, dealing 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Obsidian Nap (Tephrakinesis Grand, 9 PSPs): Seal a creature in hardened ash for 3 rds. Str save DC 10+SL+Str bonus negates.
Eruption Drop (Tephrakinesis Grand, 54 PSPs): Dump a mass of ash onto a target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Morgue Weather (Tephrakinesis Grand, 91 PSPs): Smother a 40-ft radius in choking hot ash, dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Pumice Pause (Tephrakinesis Super, 20 PSPs): Freeze all airborne ash in a 60-ft radius for 1 rd. No save.
Last Rites in Cinders (Tephrakinesis Super, 104 PSPs): Scorch a target under a funeral shroud of ash, dealing 15d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Ashen Reign (Tephrakinesis Super, 182 PSPs): Maintain a swirling death cloud for 3 rds, each dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Pompeii Redux (Tephrakinesis Ultra, 43 PSPs): Without save, blanket a 1-mile radius in ash. XR or GR to resist.
Crematoria Flood (Tephrakinesis Ultra, 165 PSPs): Without save, send searing ash flows over a 1-mile radius. XR or GR to resist.
Volcanic Winter (Tephrakinesis Ultra, 286 PSPs): Without save, bury a 10-mile radius under a lethal ash sky. XR or GR to resist.
Terrakinesis - Manipulate the Land
Sandbox Wiggle (Terrakinesis Minor, 2 PSPs): Make the dirt do a subtle shimmy. No save.
Rock Lobber (Terrakinesis Minor, 6 PSPs): Chuck a hardened clod, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Trip Patch (Terrakinesis Minor, 9 PSPs): Turn a 5-ft patch of grd into a twisted ankle factory. No save.
Mud-Shackle (Terrakinesis Major, 6 PSPs): Snag a creature s feet in dirt or stone for 3 rds. Str save DC 10+SL+Str bonus negates.
Stone Toothpick (Terrakinesis Major, 20 PSPs): Fire a jagged rock spear, dealing 6d8 piercing dmg. Dex save DC 10+SL+Dex bonus halves.
Boulder Blossom (Terrakinesis Major, 39 PSPs): Make the earth bloom violently in a 20-ft radius, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Bedrock Hug (Terrakinesis Grand, 10 PSPs): Trap a creature in stone like a very bad massage chair for 3 rds. Str save DC 10+SL+Str bonus negates.
Landslide Drop (Terrakinesis Grand, 54 PSPs): Flatten a target under a huge rock slab, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Fault Line Party (Terrakinesis Grand, 91 PSPs): Drop the neighborhood into a 40-ft collapse, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Stone Cold Stop (Terrakinesis Super, 20 PSPs): Halt all land movement in a 60-ft radius for 1 rd. No save.
Atlas Backhand (Terrakinesis Super, 104 PSPs): Slam a target with continental-sized spite, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Earthquake Rave (Terrakinesis Super, 182 PSPs): Keep the grd dancing for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Terraformer s Tantrum (Terrakinesis Ultra, 43 PSPs): Without save, wreck the terrain in a 1-mile radius. XR or GR to resist.
Gaia s Divorce (Terrakinesis Ultra, 165 PSPs): Without save, split the land violently over a 1-mile radius. XR or GR to resist.
Planet-Breaker (Terrakinesis Ultra, 286 PSPs): Without save, pulverize 10 miles of landscape into rubble. XR or GR to resist.
Thanatokinesis - Manipulate Death Force
Corpse Whisper (Thanatokinesis Minor, 2 PSPs): Nudge a little death into or out of an object. No save.
Grave Splinter (Thanatokinesis Minor, 6 PSPs): Fire a shard of necrotic spite, dealing 2d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Miasma Puff (Thanatokinesis Minor, 9 PSPs): Summon a 5-ft zone of corpse-breath ambiance. Con save DC 10+SL+Con bonus negates.
Soul Snare (Thanatokinesis Major, 6 PSPs): Lasso a creature s vitality for 3 rds. Con save DC 10+SL+Con bonus negates.
Reaper s Needle (Thanatokinesis Major, 20 PSPs): Send a necrotic beam like a mortician with bad aim, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Tomb Shockwave (Thanatokinesis Major, 39 PSPs): Pop a 20-ft radius with raw death energy, dealing 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Coffin Timeout (Thanatokinesis Grand, 10 PSPs): Wrap a creature in an aura of death for 3 rds. Con save DC 10+SL+Con bonus negates.
Bone Press (Thanatokinesis Grand, 54 PSPs): Squeeze a target with death s embrace, dealing 6d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Funeral Storm (Thanatokinesis Grand, 91 PSPs): Blast a 40-ft radius with lethal entropy, dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Flatline Field (Thanatokinesis Super, 20 PSPs): Suspend death energy in a 60-ft radius for 1 rd. No save.
Death Warrant (Thanatokinesis Super, 104 PSPs): Sign a target s expiration in necrotic ink, dealing 15d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Undertaker s Delight (Thanatokinesis Super, 183 PSPs): Keep a death storm churning for 3 rds, each dealing 10d8 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Extinction Notice (Thanatokinesis Ultra, 44 PSPs): Without save, void all life in 1 mile. XR or GR to resist.
Necroquake (Thanatokinesis Ultra, 165 PSPs): Without save, flood 1 mile with lethal energy. XR or GR to resist.
End of the Line (Thanatokinesis Ultra, 285 PSPs): Without save, strip all vitality from a 10-mile radius. XR or GR to resist.
Thermokinesis - Manipulate Heat
Toaster Adjustment (Thermokinesis Minor, 2 PSPs): Warm or cool a small object just enough to ruin the intended recipe. No save.
Microwave Dart (Thermokinesis Minor, 6 PSPs): Launch a focused burst of searing heat, dealing 2d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Hot Spot (Thermokinesis Minor, 9 PSPs): Create a 5-ft zone fit for burning feet or melting snacks. Dex save DC 10+SL+Dex bonus negates.
Sauna Trap (Thermokinesis Major, 6 PSPs): Lock a creature in unbearable heat or cold for 3 rds. Con save DC 10+SL+Con bonus negates.
Laser Broiler (Thermokinesis Major, 20 PSPs): Fire a precision thermal beam, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
BBQ Shockwave (Thermokinesis Major, 38 PSPs): Roast a 20-ft radius in radiant agony, dealing 8d6 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Solar Coffin (Thermokinesis Grand, 10 PSPs): Seal a creature in a blistering field for 3 rds. Con save DC 10+SL+Con bonus negates.
Air Fryer Mode (Thermokinesis Grand, 54 PSPs): Superheat the atmosphere around a target, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Mirage Furnace (Thermokinesis Grand, 91 PSPs): Drench a 40-ft radius in shimmering death-heat, dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Thermal Stasis (Thermokinesis Super, 20 PSPs): Lock temperatures in place in a 60-ft radius for 1 rd. No save.
Judgment Pyre (Thermokinesis Super, 104 PSPs): Reduce a target to crispy regrets, dealing 15d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Heatwave Siege (Thermokinesis Super, 183 PSPs): Maintain a roaring inferno in a 60-ft radius for 3 rds, each dealing 10d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Entropy Switch (Thermokinesis Ultra, 43 PSPs): Without save, steal or overload all heat in a 1-mile radius. XR or GR to resist.
Scorched Earth Protocol (Thermokinesis Ultra, 165 PSPs): Without save, bake a 1-mile radius in relentless heat. XR or GR to resist.
Global Grill (Thermokinesis Ultra, 286 PSPs): Without save, incinerate or deep-freeze a 10-mile radius at will. XR or GR to resist.
Thiriokinesis - Manipulate Animals
Critter Nudge (Thiriokinesis Minor, 2 PSPs): Influence a small animal s movement sometimes into slapstick territory. Wis save DC 10+SL+Wis bonus negates.
Squirrel Missile (Thiriokinesis Minor, 6 PSPs): Send a small creature charging into battle, dealing 2d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Petting Zoo Zone (Thiriokinesis Minor, 9 PSPs): Create a 5-ft zone that animals find irresistible or repulsive. Wis save DC 10+SL+Wis bonus negates.
Boa Constriction Order (Thiriokinesis Major, 6 PSPs): Command an animal to restrain a creature for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Tiger Spear (Thiriokinesis Major, 20 PSPs): Direct a beast to strike with lethal intent, dealing 6d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Swarmageddon (Thiriokinesis Major, 39 PSPs): Release a frenzied swarm in a 20-ft radius, dealing 8d6 dmg. Dex save DC 10+SL+Dex bonus halves.
Flesh Cage (Thiriokinesis Grand, 10 PSPs): Trap a creature in a living, claw-and-fur prison for 3 rds. Str save DC 10+SL+Str bonus negates.
Rhino Slam (Thiriokinesis Grand, 54 PSPs): Order a massive beast to body-check the target, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Nature s Riot (Thiriokinesis Grand, 91 PSPs): Fill a 40-ft radius with bloodthirsty fauna, dealing 10d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Wildlife Freeze (Thiriokinesis Super, 20 PSPs): Stop all animal activity in a 60-ft radius for 1 rd. No save.
Alpha s Decree (Thiriokinesis Super, 104 PSPs): Focus the fury of every nearby creature on one target, dealing 15d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Beaststorm (Thiriokinesis Super, 183 PSPs): Maintain an animal rampage in a 60-ft radius for 3 rds, each dealing 10d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Noah s Eviction (Thiriokinesis Ultra, 44 PSPs): Without save, scatter all animals in a 1-mile radius into hiding or frenzy. XR or GR to resist.
Predator s Coup (Thiriokinesis Ultra, 165 PSPs): Without save, turn every animal in a 1-mile radius hostile. XR or GR to resist.
Zoological Warfront (Thiriokinesis Ultra, 286 PSPs): Without save, unite every animal in 10 miles into a single, terrifying army. XR or GR to resist.
Toxikinesis - Manipulate Poisons
Taint Touch (Toxikinesis Minor, 2 PSPs): Infuse a small object or 5‑ft square with a mild toxin for 1 minute. No save for unattended.
Venom Dart (Toxikinesis Minor, 6 PSPs): Launch a drop of poison at one creature within 30 ft, dealing 2d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Corrosive Splash (Toxikinesis Minor, 8 PSPs): Splash acid in a 5‑ft radius, dealing 2d8 acid dmg. Dex save DC 10+SL+Dex bonus halves.
Poison Vein (Toxikinesis Major, 6 PSPs): Infuse a creature s blood with poison for 3 rds, dealing 2d8 poison dmg each rd. Con save DC 10+SL+Con bonus negates.
Acid Jet (Toxikinesis Major, 18 PSPs): Spray acid in a 30‑ft line, dealing 6d8 acid dmg. Dex save DC 10+SL+Dex bonus halves.
Toxic Cloud (Toxikinesis Major, 38 PSPs): Create a 20‑ft radius cloud of poison gas for 1 rd, dealing 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Virulent Bind (Toxikinesis Grand, 9 PSPs): Paralyze a creature s muscles with a potent neurotoxin for 3 rds. Con save DC 10+SL+Con bonus negates.
Acid Lance (Toxikinesis Grand, 50 PSPs): Launch a concentrated bolt of acid at a target within 60 ft, dealing 6d8 acid dmg and corroding armor. Dex save DC 10+SL+Dex bonus halves.
Plague Wave (Toxikinesis Grand, 92 PSPs): Release a 40‑ft radius toxin wave, dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Mass Poison (Toxikinesis Super, 18 PSPs): Poison all creatures in a 60‑ft radius for 3 rds, each rd dealing 5d8 poison dmg. Con save DC 10+SL+Con bonus negates.
Acid Rain (Toxikinesis Super, 103 PSPs): Summon corrosive rain in a 60‑ft radius for 3 rds, each rd dealing 10d8 acid dmg. Dex save DC 10+SL+Dex bonus halves.
Plague Storm (Toxikinesis Super, 183 PSPs): Spread multiple airborne toxins in a 60‑ft radius for 3 rds, each rd dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Toxic Extinction (Toxikinesis Ultra, 43 PSPs): Without save, saturate a 1‑mile radius with instant‑kill toxins. XR or GR to resist.
Acid Flood (Toxikinesis Ultra, 166 PSPs): Without save, flood a 1‑mile radius with super‑corrosive acid. XR or GR to resist.
Bio‑Chemical Erasure (Toxikinesis Ultra, 284 PSPs): Without save, release a multi‑stage compound that kills all life in a 10‑mile radius. XR or GR to resist.
Tribokinesis - Manipulate Friction
Grip n Slip (Tribokinesis Minor, 2 PSPs): Ever-so-slightly tweak surface friction for mild annoyance or minor pratfalls. No save.
Banana Peel Bolt (Tribokinesis Minor, 6 PSPs): Sabotage traction mid-impact, dealing 2d8 dmg from a perfect slip or an awkward snag. Dex save DC 10+SL+Dex bonus halves.
Skate or Stick (Tribokinesis Minor, 9 PSPs): Create a 5-ft patch of ice-rink slick or glue-trap grit. Dex save DC 10+SL+Dex bonus negates.
Static Shackles (Tribokinesis Major, 6 PSPs): Glue a creature in place with terminal friction for 3 rds. Str save DC 10+SL+Str bonus negates.
Velcro Javelin (Tribokinesis Major, 20 PSPs): Fire a bolt that either strips all friction or makes it lethal, dealing 6d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Roller Rink Riot (Tribokinesis Major, 38 PSPs): Unleash chaos in a 20-ft radius by messing with everyone s footing, dealing 8d6 dmg. Dex save DC 10+SL+Dex bonus halves.
Rasp Cocoon (Tribokinesis Grand, 10 PSPs): Wrap a creature in a high-friction shell for 3 rds. Str save DC 10+SL+Str bonus negates.
Sander Slam (Tribokinesis Grand, 54 PSPs): Grind a target down with punishing friction, dealing 6d8 fire dmg. Dex save DC 10+SL+Dex bonus halves.
Slipocalypse (Tribokinesis Grand, 91 PSPs): Flood a 40-ft radius with zones of instant wipeout, dealing 10d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Traction Freeze (Tribokinesis Super, 20 PSPs): Lock friction levels in a 60-ft radius like they were OSHA-approved. No save.
Sandpaper Verdict (Tribokinesis Super, 104 PSPs): Either launch or crush a target by controlling all friction surfaces, dealing 15d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Carpet Burn Tempest (Tribokinesis Super, 183 PSPs): Maintain wildly shifting friction in a 60-ft radius for 3 rds, each dealing 10d8 dmg. Dex save DC 10+SL+Dex bonus halves.
The Big Slip (Tribokinesis Ultra, 44 PSPs): Without save, erase or crank up all friction in a 1-mile radius. XR or GR to resist.
Dragged to Death (Tribokinesis Ultra, 165 PSPs): Without save, unleash catastrophic traction changes in a 1-mile radius. XR or GR to resist.
Global Sandpaper (Tribokinesis Ultra, 285 PSPs): Without save, turn a 10-mile radius into a grindhouse literally. XR or GR to resist.
Tychokinesis - Manipulate Probability
Coin Flip Bias (Tychokinesis Minor, 2 PSPs): Subtly nudge the odds of a meaningless event. No save.
Loaded Dice Shot (Tychokinesis Minor, 6 PSPs): Skew the odds in your attack s favor, dealing 2d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Chaos Corner (Tychokinesis Minor, 9 PSPs): Create a 5-ft zone where the laws of probability wander off for a smoke break. No save.
Bad Beat Bind (Tychokinesis Major, 6 PSPs): Twist fate so a target gets the worst possible roll for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Critical Missile (Tychokinesis Major, 20 PSPs): Fire a probability-spiked shot, dealing 6d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Jackpot Implosion (Tychokinesis Major, 38 PSPs): Flood a 20-ft radius with reality-bending luck swings, dealing 8d6 dmg. Dex save DC 10+SL+Dex bonus halves.
Quantum Cage (Tychokinesis Grand, 10 PSPs): Ensnare a target in a loop of random effects for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Odds Crusher (Tychokinesis Grand, 54 PSPs): Collapse all possible outcomes into the one they ll hate, dealing 6d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Statistical Anomaly (Tychokinesis Grand, 91 PSPs): Saturate a 40-ft radius with absurdly bad (or good) luck, dealing 10d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Probability Freeze (Tychokinesis Super, 20 PSPs): Lock all odds in a 60-ft radius like a cosmic pause button. No save.
One-in-a-Million Shot (Tychokinesis Super, 104 PSPs): Make sure the worst-case scenario happens to one target, dealing 15d8 dmg. Dex save DC 10+SL+Dex bonus halves.
Luckstorm (Tychokinesis Super, 182 PSPs): Keep a 60-ft radius in statistical freefall for 3 rds, each dealing 10d8 dmg. Dex save DC 10+SL+Dex bonus halves.
RNG Wipe (Tychokinesis Ultra, 44 PSPs): Without save, rewrite probability in a 1-mile radius. XR or GR to resist.
Murphy s Law Bomb (Tychokinesis Ultra, 165 PSPs): Without save, make all improbable disasters inevitable in a 1-mile radius. XR or GR to resist.
Schr dinger s Apocalypse (Tychokinesis Ultra, 285 PSPs): Without save, lock a 10-mile radius into catastrophic extremes of luck. XR or GR to resist.
Typhokinesis - Manipulate Smoke
Vape Trick (Typhokinesis Minor, 2 PSPs): Change a small smoke plume s shape or density to look cool or creepy. No save.
Smog Shot (Typhokinesis Minor, 6 PSPs): Puff smoke straight into a target s face, dealing 2d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Fog Pocket (Typhokinesis Minor, 9 PSPs): Conjure a 5-ft smoke bank perfect for hiding, coughing, or both. No save.
Smotherhold (Typhokinesis Major, 6 PSPs): Wrap a creature in lung-clogging haze for 3 rds. Con save DC 10+SL+Con bonus negates.
Chimney Spear (Typhokinesis Major, 20 PSPs): Fire a pressurized stream of toxic smoke, dealing 6d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Ashtray Bomb (Typhokinesis Major, 38 PSPs): Fill a 20-ft radius with acrid choking haze, dealing 8d6 poison dmg. Con save DC 10+SL+Con bonus halves.
Tar Tomb (Typhokinesis Grand, 10 PSPs): Trap a creature in a dense smoke sphere for 3 rds. Con save DC 10+SL+Con bonus negates.
Lung Press (Typhokinesis Grand, 54 PSPs): Force thick smoke into a target s lungs, dealing 6d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Cigarette Cyclone (Typhokinesis Grand, 91 PSPs): Unleash a 40-ft radius storm of swirling soot, dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Still Air (Typhokinesis Super, 20 PSPs): Freeze all smoke in a 60-ft radius mid-drift. No save.
Final Breath (Typhokinesis Super, 104 PSPs): Collapse a lung s worth of smoke onto one target, dealing 15d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Smokestorm (Typhokinesis Super, 182 PSPs): Keep a choking haze raging in a 60-ft radius for 3 rds, each dealing 10d8 poison dmg. Con save DC 10+SL+Con bonus halves.
Marlboro Curtain (Typhokinesis Ultra, 44 PSPs): Without save, shroud a 1-mile radius in thick smoke. XR or GR to resist.
Chernobyl Fog (Typhokinesis Ultra, 165 PSPs): Without save, weaponize smoke to suffocate everything in a 1-mile radius. XR or GR to resist.
Sky-Blackout Event (Typhokinesis Ultra, 285 PSPs): Without save, smother a 10-mile radius in lethal smoke clouds. XR or GR to resist.
Umbrakinesis - Manipulate Darkness
Shadow Veil (Umbrakinesis Minor, 2 PSPs): Cloak yourself in dim light, granting advantage on Stealth checks for 1 minute. No save.
Dark Bolt (Umbrakinesis Minor, 5 PSPs): Launch a shard of shadow at one target within 30 ft, dealing 2d8 necrotic dmg. Dex save DC 10+SL+Dex bonus halves.
Flicker Step (Umbrakinesis Minor, 9 PSPs): Teleport up to 10 ft between areas of dim light or darkness. No save.
Shadow Bind (Umbrakinesis Major, 6 PSPs): Animate shadows to restrain one creature within 30 ft for 3 rds. Str save DC 10+SL+Str bonus negates.
Void Spike (Umbrakinesis Major, 22 PSPs): Summon a spike of pure darkness, dealing 6d8 necrotic dmg to one target within 60 ft. Con save DC 10+SL+Con bonus halves.
Umbral Burst (Umbrakinesis Major, 36 PSPs): Create a 20‑ft radius eruption of shadow energy, dealing 8d6 necrotic dmg. Con save DC 10+SL+Con bonus halves.
Cloak of Dread (Umbrakinesis Grand, 10 PSPs): Envelop a creature in fear‑inducing darkness for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Shadow Scythe (Umbrakinesis Grand, 55 PSPs): Sweep a blade of darkness through a 30‑ft line, dealing 6d8 necrotic dmg. Dex save DC 10+SL+Dex bonus halves.
Eclipse Field (Umbrakinesis Grand, 88 PSPs): Blanket a 40‑ft radius in supernatural darkness for 3 rds, dealing 10d8 necrotic dmg each rd. Con save DC 10+SL+Con bonus halves.
Prison of Night (Umbrakinesis Super, 21 PSPs): Encase all creatures in a 60‑ft radius in hardened shadow for 3 rds. Str save DC 10+SL+Str bonus negates.
Void Lance (Umbrakinesis Super, 103 PSPs): Fire a concentrated beam of void energy, dealing 15d8 necrotic dmg to a single creature. Dex save DC 10+SL+Dex bonus halves.
Black Storm (Umbrakinesis Super, 183 PSPs): Fill a 60‑ft radius with slashing shadow tendrils for 3 rds, dealing 10d8 necrotic dmg each rd. Dex save DC 10+SL+Dex bonus halves.
Night Eternal (Umbrakinesis Ultra, 44 PSPs): Without save, plunge a 1‑mile radius into lightless oblivion, erasing all life. XR or GR to resist.
Abyssal Maw (Umbrakinesis Ultra, 162 PSPs): Without save, manifest a shadow vortex that swallows all matter in a 1‑mile radius. XR or GR to resist.
Planetary Eclipse (Umbrakinesis Ultra, 286 PSPs): Without save, blot out the sun and smother all energy in a 10‑mile radius. XR or GR to resist.
Unikinesis - Manipulate the Universe
Tweak of Fate (Unikinesis Minor, 2 PSPs): Adjust a universal constant just enough to make physicists twitch. No save.
Big Bang BB (Unikinesis Minor, 6 PSPs): Launch a spark of raw existence, dealing 2d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Bubble of Weird (Unikinesis Minor, 9 PSPs): Create a 5-ft sphere where the rules get creative. No save.
Lawbreaker s Grip (Unikinesis Major, 6 PSPs): Suspend or rewrite one fundamental law for a single creature for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Reality Spear (Unikinesis Major, 20 PSPs): Fire a beam of condensed cosmic spite, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Local Big Crunch (Unikinesis Major, 38 PSPs): Pop reality in a 20-ft radius, dealing 8d6 force dmg. Dex save DC 10+SL+Dex bonus halves.
Pocket Universe Jail (Unikinesis Grand, 10 PSPs): Trap a target in an off-brand reality for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Singularity Slap (Unikinesis Grand, 54 PSPs): Collapse a slice of space directly onto a target, dealing 6d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Fabric Shredder (Unikinesis Grand, 91 PSPs): Tear a 40-ft radius into conceptual ribbons, dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Constant Freeze (Unikinesis Super, 20 PSPs): Lock every universal value in a 60-ft radius. No save.
Entropy Verdict (Unikinesis Super, 104 PSPs): Collapse universal energy into one target, dealing 15d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Multiverse Hurricane (Unikinesis Super, 183 PSPs): Whip a 60-ft radius into chaotic reality flux for 3 rds, each dealing 10d8 force dmg. Dex save DC 10+SL+Dex bonus halves.
Physics Off Switch (Unikinesis Ultra, 44 PSPs): Without save, alter constants across a 1-mile radius. XR or GR to resist.
Big Rip Express (Unikinesis Ultra, 165 PSPs): Without save, shatter reality in a 1-mile radius. XR or GR to resist.
Existence Patch Notes (Unikinesis Ultra, 285 PSPs): Without save, rewrite or delete the universe in 10 miles. XR or GR to resist.
Urbanakinesis - Manipulate Urban Areas
Pigeon Push (Urbanakinesis Minor, 2 PSPs): Shift a tiny piece of city clutter just enough to be suspicious. No save.
Brick Bullet (Urbanakinesis Minor, 6 PSPs): Fire brick, bottle, or other local flavor, dealing 2d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Sidewalk Trap (Urbanakinesis Minor, 9 PSPs): Make a 5-ft hazard patch of debris and bad municipal funding. Dex save DC 10+SL+Dex bonus negates.
Traffic Jam Grip (Urbanakinesis Major, 6 PSPs): Restrain a target using street furniture or other civic pride for 3 rds. Str save DC 10+SL+Str bonus negates.
Rebar Harpoon (Urbanakinesis Major, 20 PSPs): Launch a steel beam like the world s angriest construction site, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Demolition Pop (Urbanakinesis Major, 39 PSPs): Drop part of a building in a 20-ft radius, dealing 8d6 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Dumpster Tomb (Urbanakinesis Grand, 10 PSPs): Box in a creature with compacted trash and concrete for 3 rds. Str save DC 10+SL+Str bonus negates.
Crane Drop (Urbanakinesis Grand, 54 PSPs): Let gravity and a collapsing structure do the talking, dealing 6d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Skyline Cyclone (Urbanakinesis Grand, 91 PSPs): Turn a 40-ft radius into a whirlwind of bricks, pipes, and other objects, dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Infrastructure Freeze (Urbanakinesis Super, 20 PSPs): Halt all movable urban elements in a 60-ft radius. No save.
Eminent Domain (Urbanakinesis Super, 104 PSPs): Deliver the city s full weight onto a single target, dealing 15d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Borough Brawl (Urbanakinesis Super, 182 PSPs): Keep a 60-ft radius in full demolition derby mode for 3 rds, each dealing 10d8 bludgeoning dmg. Dex save DC 10+SL+Dex bonus halves.
Gentrification Wave (Urbanakinesis Ultra, 44 PSPs): Without save, collapse infrastructure in 1 mile. XR or GR to resist.
Concrete Rebellion (Urbanakinesis Ultra, 165 PSPs): Without save, weaponize the entire cityscape in 1 mile. XR or GR to resist.
Metropolitan Extinction (Urbanakinesis Ultra, 285 PSPs): Without save, level every block in a 10-mile radius. XR or GR to resist.
Virtukinesis - Manipulate Moral Virtue
Inspiring Glance (Virtukinesis Minor, 2 PSPs): One ally gains +11 to next roll. No save.
Noble Word (Virtukinesis Minor, 6 PSPs): Grant +11 to all saves for 1 ally for 1 round. No save.
Righteous Light (Virtukinesis Minor, 8 PSPs): Glow faintly, removing frightened condition from allies. No save.
Encouraging Shout (Virtukinesis Major, 5 PSPs): Give +21 to an ally s attack roll. No save.
Virtue Wave (Virtukinesis Major, 19 PSPs): All allies in 20 ft gain +11 AC for 1 round. No save.
Moral Anchor (Virtukinesis Major, 38 PSPs): Prevent one ally from being charmed or frightened for 3 rounds. No save.
Field of Honor (Virtukinesis Grand, 9 PSPs): Allies in 30 ft get +21 to attack rolls for 3 rounds. No save.
Beacon of Virtue (Virtukinesis Grand, 52 PSPs): Remove one harmful condition from all allies in 30 ft. No save.
Inspiration Surge (Virtukinesis Grand, 94 PSPs): All allies in 60 ft get advantage on one roll. No save.
Hero s Call (Virtukinesis Super, 18 PSPs): Double allies movement and dmg for 1 round. No save.
Saint s Blessing (Virtukinesis Super, 103 PSPs): Grant immunity to one dmg type for 1 round to all allies in 60 ft. No save.
Moral Ascendance (Virtukinesis Super, 182 PSPs): All allies in a 1-mile radius gain advantage on all rolls for 1 round. No save.
World Virtue (Virtukinesis Ultra, 44 PSPs): Without save, fill a 1-mile radius with inspiring energy. XR or GR to resist.
Virtue Storm (Virtukinesis Ultra, 167 PSPs): Without save, fill a 5-mile radius with aura of protection. XR or GR to resist.
Virtue Absolute (Virtukinesis Ultra, 289 PSPs): Without save, permanently inspire all creatures in a 10-mile radius. XR or GR to resist.
Vitakinesis - Manipulate Health
Paper Cut Fixer (Vitakinesis Minor, 2 PSPs): Patch or pick at a single hit point. No save.
First Aid Missile (Vitakinesis Minor, 6 PSPs): Send a healing or harmful burst for 2d8 radiant or necrotic dmg. Con save DC 10+SL+Con bonus halves for harm.
Regen Pit (Vitakinesis Minor, 9 PSPs): Make a 5-ft zone that mends or rots flesh. Con save DC 10+SL+Con bonus negates harmful effect.
Cellular Tug (Vitakinesis Major, 6 PSPs): Force tissue to knit or unravel for 3 rds. Con save DC 10+SL+Con bonus negates.
Biolance (Vitakinesis Major, 20 PSPs): Fire a beam of life or decay, dealing 6d8 radiant or necrotic dmg. Con save DC 10+SL+Con bonus halves.
Healing Bloom / Rotburst (Vitakinesis Major, 39 PSPs): Wash a 20-ft radius in vitality or rot, healing or harming for 8d6. Con save DC 10+SL+Con bonus halves for harm.
Life Cocoon (Vitakinesis Grand, 10 PSPs): Seal a creature in a restorative or draining field for 3 rds. Con save DC 10+SL+Con bonus negates.
Pulse Flood (Vitakinesis Grand, 54 PSPs): Overwhelm a target with life or death energy, dealing 6d8 radiant or necrotic dmg. Con save DC 10+SL+Con bonus halves.
Garden of Graves (Vitakinesis Grand, 91 PSPs): Fill a 40-ft radius with swirling growth or decay, healing allies and harming foes for 10d8. Con save DC 10+SL+Con bonus halves for harm.
Metabolic Freeze (Vitakinesis Super, 20 PSPs): Stop all health changes in a 60-ft radius. No save.
Final Resuscitation (Vitakinesis Super, 104 PSPs): Dump pure life or lethal entropy into a target, dealing 15d8 radiant or necrotic dmg. Con save DC 10+SL+Con bonus halves for harm.
Lifequake (Vitakinesis Super, 183 PSPs): Keep a 60-ft radius in growth/decay flux for 3 rds, each healing allies or dealing 10d8 to foes. Con save DC 10+SL+Con bonus halves for harm.
Plague or Plenty (Vitakinesis Ultra, 44 PSPs): Without save, stop life in 1 mile. XR or GR to resist.
Biological Wildfire (Vitakinesis Ultra, 165 PSPs): Without save, cause rampant healing or unstoppable decay in 1 mile. XR or GR to resist.
Genesis Reset (Vitakinesis Ultra, 285 PSPs): Without save, rewrite life itself for 10 miles. XR or GR to resist.
Vita-Mortokinesis - Manipulate Life And Death
Soul Tap (Vita-Mortokinesis Minor, 2 PSPs): Slip a little life or death into something that wasn t asking for it. No save.
Halfway Bolt (Vita-Mortokinesis Minor, 6 PSPs): Fire a shot that heals friends or ruins enemies for 2d8 radiant/necrotic dmg. Con save DC 10+SL+Con bonus halves for harm.
Ambivalent Zone (Vita-Mortokinesis Minor, 9 PSPs): Create a 5-ft patch where flesh repairs while rotting. Con save DC 10+SL+Con bonus negates harmful effect.
Yin-Yang Grip (Vita-Mortokinesis Major, 6 PSPs): Bind a creature in alternating vitality and decay for 3 rds. Con save DC 10+SL+Con bonus negates.
Duality Beam (Vita-Mortokinesis Major, 20 PSPs): Blast with shifting life and death force, dealing 6d8 radiant/necrotic dmg. Con save DC 10+SL+Con bonus halves.
Reap & Sow (Vita-Mortokinesis Major, 39 PSPs): Pulse a 20-ft radius with alternating growth and rot, healing allies and harming enemies for 8d6. Con save DC 10+SL+Con bonus halves for harm.
Schr dinger s Cell (Vita-Mortokinesis Grand, 10 PSPs): Trap a creature in a stasis of simultaneous healing and decay for 3 rds. Con save DC 10+SL+Con bonus negates.
Cycle Breaker (Vita-Mortokinesis Grand, 54 PSPs): Blast a target with both life and death, dealing 6d8 radiant/necrotic dmg. Con save DC 10+SL+Con bonus halves.
Mortality Storm (Vita-Mortokinesis Grand, 91 PSPs): Swirl a 40-ft radius with life/death energy, healing allies and harming foes for 10d8. Con save DC 10+SL+Con bonus halves for harm.
Life-Death Freeze (Vita-Mortokinesis Super, 20 PSPs): Put all life/death changes on pause in a 60-ft radius. No save.
Equinox Verdict (Vita-Mortokinesis Super, 104 PSPs): Blast a target with peak vitality and decay at once, dealing 15d8 radiant/necrotic dmg. Con save DC 10+SL+Con bonus halves.
Dual Tempest (Vita-Mortokinesis Super, 183 PSPs): Heal allies and dmg foes for 10d8 each in a 60-ft radius for 3 rds. Con save DC 10+SL+Con bonus halves.
Reset Button (Vita-Mortokinesis Ultra, 44 PSPs): Without save, zero out life/death states in 1 mile. XR or GR to resist.
Mass Resurrection / Mass Grave (Vita-Mortokinesis Ultra, 165 PSPs): Without save, force either wholesale revival or obliteration in 1 mile. XR or GR to resist.
Cosmic Balance Wipe (Vita-Mortokinesis Ultra, 285 PSPs): Without save, rewrite every life and death state in 10 miles. XR or GR to resist.
Vitrikinesis - Manipulate Mirrors
Vanity Smudge (Vitrikinesis Minor, 2 PSPs): Warp a small reflection just enough to make someone question their hair choices. No save.
Looking Glass Shrapnel (Vitrikinesis Minor, 6 PSPs): Launch a shard of mirror glass with murderous sparkle, dealing 2d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Spotlight Patch (Vitrikinesis Minor, 9 PSPs): Conjure a 5-ft mirrored surface that bounces light like a paparazzi trap. No save.
Ego Trap (Vitrikinesis Major, 6 PSPs): Snare a creature s image in a mirror for 3 rds, making their body forget how to move. Wis save DC 10+SL+Wis bonus negates.
Prism Spear (Vitrikinesis Major, 20 PSPs): Fire a beam of weaponized sunshine through a mirror shard, dealing 6d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Seven Years Bad Luck (Vitrikinesis Major, 39 PSPs): Shatter mirrored surfaces in a 20-ft radius with violent intent, dealing 8d6 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Glasshouse Jail (Vitrikinesis Grand, 10 PSPs): Lock a creature entirely inside a pocket mirror world for 3 rds. Wis save DC 10+SL+Wis bonus negates.
Shatterfall (Vitrikinesis Grand, 54 PSPs): Collapse a rain of mirror shards onto the target, dealing 6d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Hall of Knives (Vitrikinesis Grand, 91 PSPs): Whip a 40-ft radius into a storm of cutting glass, dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Reflection Freeze (Vitrikinesis Super, 20 PSPs): Lock all reflections in place in a 60-ft radius, like time stood still in the glass. No save.
Infinite Spotlight (Vitrikinesis Super, 104 PSPs): Focus lethal light from every reflective surface onto a single target, dealing 15d8 radiant dmg. Dex save DC 10+SL+Dex bonus halves.
Mirrorstorm (Vitrikinesis Super, 182 PSPs): Maintain a 60-ft cyclone of razor-edged mirrors for 3 rds, each dealing 10d8 slashing dmg. Dex save DC 10+SL+Dex bonus halves.
Vanity s Fall (Vitrikinesis Ultra, 44 PSPs): Without save, shatter or turn every mirror in a 1-mile radius into a weapon. XR or GR to resist.
Through the Glass Darkly (Vitrikinesis Ultra, 165 PSPs): Without save, imprison all beings in a 1-mile radius inside mirror dimensions. XR or GR to resist.
Shattered Multiverse (Vitrikinesis Ultra, 285 PSPs): Without save, drown a 10-mile radius in overlapping, hostile mirror worlds. XR or GR to resist.
Warlockinesis Manipulating Dark Pacts
Hex Touch (Warlockinesis Minor, 2 PSPs): One creature you touch has disadvantage on its next saving throw. No save.
Shadow Bind (Warlockinesis Minor, 6 PSPs): Restrict the movement of a creature within 20 ft, reducing speed to 0 for 1 round. Str save DC 10+SL+Str bonus negates.
Curse Sight (Warlockinesis Minor, 8 PSPs): Detect magical curses or bindings on creatures or objects within 30 ft. No save.
Pact Brand (Warlockinesis Major, 5 PSPs): Mark one creature within 30 ft; your next attack against it deals +2d8 damage. No save.
Soul Leech (Warlockinesis Major, 19 PSPs): Deal 6d8 necrotic dmg to a creature within 40 ft and heal yourself for half the dmg dealt. Con save DC 10+SL+Con bonus halves.
Eldritch Chains (Warlockinesis Major, 38 PSPs): Restrain one creature within 30 ft for 3 rounds. Str save DC 10+SL+Str bonus negates.
Coven s Boon (Warlockinesis Grand, 9 PSPs): Gain advantage on all saving throws for 1 round. No save.
Dark Command (Warlockinesis Grand, 52 PSPs): Force one creature within 40 ft to use its reaction to attack an ally. Wis save DC 10+SL+Wis bonus negates.
Soulfire Wave (Warlockinesis Grand, 94 PSPs): Deal 8d6 necrotic dmg to all hostile creatures in a 20-ft radius. Con save DC 10+SL+Con bonus halves.
Pact s Claim (Warlockinesis Super, 18 PSPs): Summon a spectral chain to pull one creature within 40 ft into an adjacent space. Str save DC 10+SL+Str bonus negates.
Eldritch Devastation (Warlockinesis Super, 103 PSPs): Deal 15d8 necrotic dmg to all hostile creatures in a 40-ft radius. Con save DC 10+SL+Con bonus halves.
Master s Hand (Warlockinesis Super, 182 PSPs): For 3 rounds, once per turn you may force one enemy to reroll an attack roll or saving throw. No save.
Coven s Curse (Warlockinesis Ultra, 44 PSPs): Without save, mark all creatures in a 1-mile radius; each suffers −2 to all saving throws for 24 hours. XR or GR to resist.
Unbreakable Pact (Warlockinesis Ultra, 167 PSPs): Without save, bind one creature in a 1-mile radius into an eternal magical servitude. XR or GR to resist.
Soul Harvest (Warlockinesis Ultra, 289 PSPs): Without save, rip the souls from all creatures in a 10-mile radius, killing them instantly. XR or GR to resist.
Wrathkinesis Manipulating Rage
Ember of Rage (Wrathkinesis Minor, 2 PSPs): Ignite anger in a target, giving it +21 to dmg for 1 rd but beszerked. Cha save DC 10+SL+Cha bonus negates.
Battle Shout (Wrathkinesis Minor, 6 PSPs): All allies within 15 ft gain +11 to attack rolls for 1 rd. No save.
Fearless Charge (Wrathkinesis Minor, 8 PSPs): One ally within 30 ft can immediately move up to 20 ft toward an enemy without provoking opportunity attacks. No save.
Blood Surge (Wrathkinesis Major, 5 PSPs): One creature within 30 ft gains advantage on melee attacks for 1 rd but takes 1d6 dmg after the effect ends. No save.
Fury Strike (Wrathkinesis Major, 19 PSPs): Deal 6d8 psychic dmg to a creature; if the target is already under fear or rage, deal +2d8. Wis save DC 10+SL+Wis bonus halves.
Rage Wave (Wrathkinesis Major, 38 PSPs): All enemies in a 20-ft radius must succeed on a Wis save DC 10+SL+Wis bonus or be forced to use their next turn to attack the nearest creature.
Berserker Bind (Wrathkinesis Grand, 9 PSPs): One creature within 30 ft becomes unable to retreat or disengage for 3 rds. Str save DC 10+SL+Str bonus negates.
Warbrand (Wrathkinesis Grand, 52 PSPs): Deal 6d8 psychic dmg to a creature; any ally attacking the target gains +21 to dmg for 3 rds. Cha save DC 10+SL+Cha bonus halves.
Unending Frenzy (Wrathkinesis Grand, 94 PSPs): All allies in a 40-ft radius gain +21 to attack and dmg rolls for 3 rds, but cannot take the Dodge or Hide action during this time. No save.
Rally Cry (Wrathkinesis Super, 18 PSPs): Allies in a 60-ft radius remove one fear or charm effect and gain advantage on their next attack roll. No save.
Wrathful Judgement (Wrathkinesis Super, 103 PSPs): Deal 15d8 psychic dmg to a target; if it has harmed an ally last rd, it is also frightened for 1 rd. Wis save DC 10+SL+Wis bonus halves.
Cataclysmic Rage (Wrathkinesis Super, 182 PSPs): All enemies in a 60-ft radius must Wis save DC 10+SL+Wis bonus or attack each other for the next rd.
Eternal War (Wrathkinesis Ultra, 44 PSPs): Without save, bind a 1-mile radius into battle frenzy for 24 hours; all feel compelled to fight enemies. XR or GR to resist.
Bloodstorm (Wrathkinesis Ultra, 167 PSPs): Without save, deal 20d8 psychic dmg to every hostile creature in a 1-mile radius. XR or GR to resist.
Godslayer s Roar (Wrathkinesis Ultra, 289 PSPs): Without save, force every creature in a 10-mile radius to target a chosen being until it is destroyed. XR or GR to resist.
Wyrmkinesis Manipulating Draconic Traits
Draconic Glare (Wyrmkinesis Minor, 2 PSPs): One creature within 20 ft is frightened until the start of your next turn. Wis save DC 10+SL+Wis bonus negates.
Scale Toughness (Wyrmkinesis Minor, 6 PSPs): Grant yourself or one ally +21 AC for 1 round. No save.
Hoard Sense (Wyrmkinesis Minor, 8 PSPs): Sense the location of all precious metals or gems within 30 ft. No save.
Claw Swipe (Wyrmkinesis Major, 5 PSPs): Deal 3d8 slashing dmg to a creature within 5 ft. No save.
Breath Spark (Wyrmkinesis Major, 19 PSPs): Deal your current hp in elemental dmg(choose acid, cold, fire, lightning, or poison) in a 15-ft cone. Dex save DC 10+SL+Dex bonus halves.
Wing Buffet (Wyrmkinesis Major, 38 PSPs): All creatures in a 20-ft cone take your max hp in bludgeoning dmg and are pushed 10 ft. Str save DC 10+SL+Str bonus halves and negates push.
Scale Armor (Wyrmkinesis Grand, 9 PSPs): Gain resistance to one dmg type of your choice for 3 rounds. No save.
Draconic Roar (Wyrmkinesis Grand, 52 PSPs): Frighten all hostile creatures in a 20-ft radius for 1 round. Wis save DC 10+SL+Wis bonus negates.
Elemental Surge (Wyrmkinesis Grand, 94 PSPs): Double the area and dmg of your next breath weapon this round. No save.
Aerial Strike (Wyrmkinesis Super, 18 PSPs): Leap or fly up to 30 ft and make a melee attack dealing double damage. No save.
Elder Breath (Wyrmkinesis Super, 103 PSPs): Deal 2x your max hp in elemental dmg in a 30-ft cone. Dex save DC 10+SL+Dex bonus halves.
Draconic Dominion (Wyrmkinesis Super, 182 PSPs): For 3 rounds, gain immunity to fear, resistance to all damage, and your breath weapon recharges every round. No save.
Dragonstorm (Wyrmkinesis Ultra, 44 PSPs): Without save, blanket a 1-mile radius in your chosen elemental type for 1 minute, dealing 5d8 dmg per round. XR or GR to resist.
Ancestral Wrath (Wyrmkinesis Ultra, 167 PSPs): Summon the spectral form of an ancient dragon to devastate a 1-mile radius for 3 rounds, dealing 20d8 dmg per round. XR or GR to resist.
Worldscale (Wyrmkinesis Ultra, 289 PSPs): Without save, transform into an elder wyrm for 1 hour, gaining access to all elemental breath types and doubling all dmg dealt. XR or GR to resist.
Xenokinesis Manipulating Alien Physiology
Alien Insight (Xenokinesis Minor, 2 PSPs): Read the surface thoughts of a non-native creature within 30 ft. No save.
Pattern Scan (Xenokinesis Minor, 6 PSPs): Learn one weakness or vulnerability of a creature you can see. No save.
Mimicry Spark (Xenokinesis Minor, 8 PSPs): Imitate a minor trait (voice, movement quirk, or smell) of a creature within 20 ft for 1 hour. No save.
Tongue of Strangers (Xenokinesis Major, 5 PSPs): Speak and understand any language for 3 rds. No save.
Adaptive Strike (Xenokinesis Major, 19 PSPs): Deal 6d8 dmg of a type the target is least resistant to. No save.
Alienation Field (Xenokinesis Major, 38 PSPs): 20-ft radius aura for 3 rds; enemies must make a Wis save DC 10+SL+Wis bonus or be unable to communicate or coordinate.
Identity Theft (Xenokinesis Grand, 9 PSPs): Copy the appearance of a creature you touch for 3 rds. No save.
Mental Splice (Xenokinesis Grand, 52 PSPs): Insert one false memory into the mind of a creature within 30 ft. Wis save DC 10+SL+Wis bonus negates.
Hive Link (Xenokinesis Grand, 94 PSPs): For 3 rds, control the movement of up to 5 non-hostile creatures within 40 ft as if they shared a hive mind. No save.
Assimilation Command (Xenokinesis Super, 18 PSPs): Issue a mental order to a non-native creature to follow you for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Origin Sever (Xenokinesis Super, 103 PSPs): Deal 15d8 psychic dmg to a non-native creature; if it dies, you absorb one of its minor abilities for 1 hour. Wis save DC 10+SL+Wis bonus halves.
Species Rewrite (Xenokinesis Super, 182 PSPs): Change the race of a willing creature for 24 hours. No save.
Cultural Erasure (Xenokinesis Ultra, 44 PSPs): Without save, permanently remove all knowledge of a specific cultural trait from a 1-mile radius. XR or GR to resist.
Alien Dominance (Xenokinesis Ultra, 167 PSPs): Without save, seize control of every non-native creature in a 1-mile radius for 1 hour. XR or GR to resist.
Exogenesis (Xenokinesis Ultra, 289 PSPs): Without save, replace all creatures in a 10-mile radius with alien equivalents under your command. XR or GR to resist.
Xenokryokinesis - Manipulate Alien Cryogenics
Frost Needle (Xenokryokinesis Minor, 2 PSPs): Deal 1d8 cold dmg to a creature within 20 ft. No save.
Cryo Veil (Xenokryokinesis Minor, 6 PSPs): Shroud yourself in a thin frost mist, granting disadvantage on the next attack roll against you before your next turn. No save.
Alien Chill (Xenokryokinesis Minor, 8 PSPs): Reduce a creature s movement speed by 10 ft for 1 round as void-cold creeps into its limbs. Con save DC 10+SL+Con bonus negates.
Shatter Shard (Xenokryokinesis Major, 5 PSPs): Deal 4d8 cold dmg to a creature within 30 ft and reduce its AC by 1 for 1 round. Con save DC 10+SL+Con bonus halves and negates AC drop.
Void Frost Spike (Xenokryokinesis Major, 19 PSPs): Deal 6d8 cold dmg to a target within 40 ft; if the target is in darkness, deal an extra 2d8. Con save DC 10+SL+Con bonus halves.
Frozen Impact (Xenokryokinesis Major, 38 PSPs): In a 20-ft radius, deal 8d6 cold dmg as alien frost erupts from the ground. Con save DC 10+SL+Con bonus halves.
Nullfreeze (Xenokryokinesis Grand, 9 PSPs): Freeze one creature solid for 1 round. Con save DC 10+SL+Con bonus negates.
Fracture Field (Xenokryokinesis Grand, 52 PSPs): Deal 6d8 cold dmg to all creatures in a 15-ft radius; if reduced to 0 hp, they shatter into frozen shards. Con save DC 10+SL+Con bonus halves.
Dark Ice Bloom (Xenokryokinesis Grand, 94 PSPs): Fill a 40-ft radius with alien frost, dealing 6d8 cold dmg each round for 3 rounds. Con save DC 10+SL+Con bonus halves each round.
Absolute Zero (Xenokryokinesis Super, 18 PSPs): All creatures take 5d8 cold dmg and must make a Con save DC 10+SL+Con bonus or be paralyzed for 1 round.
Cryo Void Lance (Xenokryokinesis Super, 103 PSPs): Deal 15d8 cold dmg to a creature within 60 ft and freeze it in place for 1 round on a failed Con save DC 10+SL+Con bonus.
Starless Winter (Xenokryokinesis Super, 182 PSPs): For 3 rounds, all enemies in a 60-ft radius take 10d8 cold dmg each round and are slowed to half speed. Con save DC 10+SL+Con bonus halves.
Frozen World (Xenokryokinesis Ultra, 44 PSPs): Without save, encase all terrain in a 1-mile radius in void-ice for 24 hours. XR or GR to resist.
Cryo Extinction (Xenokryokinesis Ultra, 167 PSPs): Without save, drop the temperature in a 1-mile radius to −200 F instantly, dealing 25d8 cold damage. XR or GR to resist.
Black Ice Cataclysm (Xenokryokinesis Ultra, 289 PSPs): Without save, encase every living thing in a 10-mile radius in alien frost, killing them instantly. XR or GR to resist.
Xylogkinesis Manipulating Carved Wood
Twig Snare (Xylogkinesis Minor, 2 PSPs): Cause roots or branches to grab one creature within 20 ft, reducing its speed by half for 1 round. Str save DC 10+SL+Str bonus negates.
Barkskin (Xylogkinesis Minor, 6 PSPs): Grant yourself or an ally +11 AC for 3 rounds. No save.
Sap Burst (Xylogkinesis Minor, 8 PSPs): One creature within 15 ft becomes sticky with sap, losing its reaction until the start of its next turn. Dex save DC 10+SL+Dex bonus negates.
Root Bind (Xylogkinesis Major, 5 PSPs): Immobilize a creature within 30 ft for 1 round. Str save DC 10+SL+Str bonus negates.
Branch Slam (Xylogkinesis Major, 19 PSPs): Deal 6d8 bludgeoning dmg to a creature within 30 ft by smashing it with a conjured limb. Str save DC 10+SL+Str bonus halves.
Bramble Burst (Xylogkinesis Major, 38 PSPs): In a 20-ft radius, deal 8d6 piercing dmg as thorned vines erupt from the ground. Dex save DC 10+SL+Dex bonus halves.
Living Wall (Xylogkinesis Grand, 9 PSPs): Create a 10-ft long wall of wood that provides full cover for 3 rounds. No save.
Razor Canopy (Xylogkinesis Grand, 52 PSPs): Deal 6d8 slashing dmg to all enemies in a 15-ft radius as leaves and branches whip violently. Dex save DC 10+SL+Dex bonus halves.
Forest s Grasp (Xylogkinesis Grand, 94 PSPs): For 3 rounds, all enemies in a 40-ft radius are restrained by grasping roots at the start of their turn. Str save DC 10+SL+Str bonus negates each turn.
Entangling Surge (Xylogkinesis Super, 18 PSPs): All hostile creatures in a 30-ft radius must succeed on a Str save DC 10+SL+Str bonus or be immobilized for 1 round.
Great Tree Strike (Xylogkinesis Super, 103 PSPs): Deal 15d8 bludgeoning dmg to one target as an enormous spectral tree limb crushes down. Str save DC 10+SL+Str bonus halves.
Verdant Dominion (Xylogkinesis Super, 182 PSPs): For 3 rounds, you control all natural plant matter in a 60-ft radius, forcing creatures to be restrained at will. No save.
World Grove (Xylogkinesis Ultra, 44 PSPs): Without save, overgrow all terrain in a 1-mile radius with massive trees and roots in 1 round. XR or GR to resist.
Arbor Annihilation (Xylogkinesis Ultra, 167 PSPs): Without save, cause a wave of razor-sharp roots and branches to sweep through a 1-mile radius, dealing 20d8 dmg to all enemies. XR or GR to resist.
Forest Ascendant (Xylogkinesis Ultra, 289 PSPs): Without save, transform an entire 10-mile radius into a sentient forest under your command. XR or GR to resist.
Yieldkinesis Manipulating Surrender
Surrender Touch (Yieldkinesis Minor, 2 PSPs): Force a creature you touch to drop one held item. Str save DC 10+SL+Str bonus negates.
Halt Step (Yieldkinesis Minor, 6 PSPs): Stop a creature within 20 ft from moving until the end of its next turn. Str save DC 10+SL+Str bonus negates.
Disarm Motion (Yieldkinesis Minor, 8 PSPs): Cause a creature within 15 ft to lose its reaction until the start of its next turn. No save.
Ceasefire (Yieldkinesis Major, 5 PSPs): Compel one creature within 30 ft to refrain from attacking for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Grip of Peace (Yieldkinesis Major, 19 PSPs): Grapple one creature within 30 ft telekinetically for 1 rd. Str save DC 10+SL+Str bonus negates.
Suppression Field (Yieldkinesis Major, 38 PSPs): 20-ft radius zone where enemies cannot make opportunity attacks for 3 rds. No save.
Pacify (Yieldkinesis Grand, 9 PSPs): Cause a creature within 30 ft to become non-hostile for 1 rd. Wis save DC 10+SL+Wis bonus negates.
Peace Shackle (Yieldkinesis Grand, 52 PSPs): Deal 6d8 psychic dmg to a hostile creature; if it drops below half hp, it cannot attack for 1 rd. Cha save DC 10+SL+Cha bonus halves.
Treaty Seal (Yieldkinesis Grand, 94 PSPs): Prevent all creatures in a 40-ft radius from attacking each other for 3 rds unless attacked first. Wis save DC 10+SL+Wis bonus negates.
Stand Down (Yieldkinesis Super, 18 PSPs): Force all enemies in a 60-ft radius to drop one weapon or shield. Str save DC 10+SL+Str bonus negates.
Peacekeeper s Wrath (Yieldkinesis Super, 103 PSPs): Strike one hostile creature for 15d8 force dmg; if it survives, it is pacified for 1 rd. Wis save DC 10+SL+Wis bonus halves.
Global Truce (Yieldkinesis Super, 182 PSPs): Prevent combat between all creatures in a 60-ft radius for 3 rds unless magically compelled. Wis save DC 10+SL+Wis bonus negates.
Perfect Armistice (Yieldkinesis Ultra, 44 PSPs): Without save, enforce a permanent non-aggression pact across a 1-mile radius. XR or GR to resist.
End of War (Yieldkinesis Ultra, 167 PSPs): Without save, end all ongoing battles in a 1-mile radius. XR or GR to resist.
Infinite Surrender (Yieldkinesis Ultra, 289 PSPs): Without save, cause all creatures in a 10-mile radius to permanently abandon all acts of violence. XR or GR to resist.
Yieldokinesis Manipulating Pacification
Calm Touch (Yieldokinesis Minor, 2 PSPs): End one fear effect on a creature you touch. No save.
Disarm Gesture (Yieldokinesis Minor, 6 PSPs): Force one creature within 20 ft to drop a held weapon. Str save DC 10+SL+Str bonus negates.
Pacify Gaze (Yieldokinesis Minor, 8 PSPs): Cause one hostile creature within 20 ft to lose its reaction until its next turn. Wis save DC 10+SL+Wis bonus negates.
Cease Command (Yieldokinesis Major, 5 PSPs): Compel one creature within 30 ft not to attack for 1 round. Wis save DC 10+SL+Wis bonus negates.
Peace Bond (Yieldokinesis Major, 19 PSPs): Render a weapon within 30 ft unusable for 1 round. No save.
Truce Zone (Yieldokinesis Major, 38 PSPs): Create a 20-ft radius where no attacks can be made for 3 rounds unless a creature first succeeds on a Wis save DC 10+SL+Wis bonus.
Pacification Field (Yieldokinesis Grand, 9 PSPs): Reduce all dmg dealt by creatures in a 20-ft radius by half for 3 rounds. No save.
Standstill (Yieldokinesis Grand, 52 PSPs): Prevent all hostile movement within a 20-ft radius for 1 round. Str save DC 10+SL+Str bonus negates.
Unarm Hostility (Yieldokinesis Grand, 94 PSPs): All hostile creatures in a 40-ft radius drop their weapons and cannot pick them up for 1 round. Wis save DC 10+SL+Wis bonus negates.
Harmony Surge (Yieldokinesis Super, 18 PSPs): End all ongoing charm, fear, or rage effects in a 60-ft radius. No save.
Peacekeeper s Verdict (Yieldokinesis Super, 103 PSPs): Deal 15d8 force dmg to one creature within 40 ft; if it survives, it is pacified for 1 round. Wis save DC 10+SL+Wis bonus halves.
Absolute Truce (Yieldokinesis Super, 182 PSPs): For 3 rounds, no creature in a 60-ft radius can make attacks or cast damaging spells. Wis save DC 10+SL+Wis bonus negates.
Perfect Accord (Yieldokinesis Ultra, 44 PSPs): Without save, impose a lasting peace in a 1-mile radius; all creatures lose the ability to initiate combat for 24 hours. XR or GR to resist.
End All War (Yieldokinesis Ultra, 167 PSPs): Without save, immediately stop all armed conflict within a 1-mile radius. XR or GR to resist.
Eternal Pacifism (Yieldokinesis Ultra, 289 PSPs): Without save, permanently strip all creatures in a 10-mile radius of the will to commit violence. XR or GR to resist.
Yokokinesis - Manipulate Spiritual Echoes
Whisper of the Ancients (Yokokinesis Minor, 2 PSPs): Receive one piece of advice or warning from a lingering spirit; DM provides one useful hint. No save.
Ethereal Grasp (Yokokinesis Minor, 6 PSPs): A spectral hand restrains one creature s arm for 1 round, giving disadvantage on its next attack roll. Str save DC 10+SL+Str bonus negates.
Haunting Step (Yokokinesis Minor, 8 PSPs): Teleport up to 10 ft to an unoccupied space visible to you, leaving a ghostly afterimage. No save.
Ancestral Mark (Yokokinesis Major, 5 PSPs): Mark a creature within 30 ft so it glows faintly and is visible to all allies even through cover for 3 rounds. No save.
Wail of Remembrance (Yokokinesis Major, 19 PSPs): Deal 6d8 psychic dmg to all enemies in a 15-ft cone as spirits scream their memories into them. Wis save DC 10+SL+Wis bonus halves.
Possess Limb (Yokokinesis Major, 38 PSPs): For 1 round, force one enemy within 30 ft to drop an item it s holding. Str save DC 10+SL+Str bonus negates.
Spirit Ward (Yokokinesis Grand, 9 PSPs): Summon a guardian shade to protect one ally, giving them +21 AC for 3 rounds. No save.
Soul Drag (Yokokinesis Grand, 52 PSPs): Deal 6d8 psychic dmg and pull a creature within 30 ft up to 10 ft toward you. Wis save DC 10+SL+Wis bonus halves and negates pull.
Ethereal Swarm (Yokokinesis Grand, 94 PSPs): Fill a 40-ft radius with ancestral spirits for 3 rds; hostile creatures have disadvantage on all attacks in the area. Wis save DC 10+SL+Wis bonus negates.
Ancestor s Judgment (Yokokinesis Super, 18 PSPs): Paralyze one creature within 30 ft for 1 round as ancestral spirits weigh its deeds. Wis save DC 10+SL+Wis bonus negates.
Ghost Army (Yokokinesis Super, 103 PSPs): Summon a spectral battalion to strike all enemies in a 40-ft radius for 15d8 psychic damage. Wis save DC 10+SL+Wis bonus halves.
Spirit Dominion (Yokokinesis Super, 182 PSPs): For 3 rounds, gain control over all incorporeal undead in a 60-ft radius. No save.
Veil Between Worlds (Yokokinesis Ultra, 44 PSPs): Without save, thin the veil between life and death over a 1-mile radius, allowing spirits to manifest freely for 24 hours. XR or GR to resist.
Eternal Haunting (Yokokinesis Ultra, 167 PSPs): Without save, bind hostile spirits to a 1-mile radius, causing all living creatures there to be plagued by constant psychic torment. XR or GR to resist.
Ancestor Ascendant (Yokokinesis Ultra, 289 PSPs): Without save, merge with the spirits of your entire ancestral line, gaining godlike spiritual powers for 1 hour. XR or GR to resist.
Zeitkinesis Manipulating Time
Second Stretch (Zeitkinesis Minor, 2 PSPs): Extend the next rd for you only, allowing one extra action before normal time resumes. No save.
Moment Stall (Zeitkinesis Minor, 6 PSPs): Cause one creature within 20 ft to lose its reaction until the start of its next turn. No save.
Quick Flick (Zeitkinesis Minor, 8 PSPs): Take an extra 5 ft of movement without provoking opportunity attacks. No save.
Hasten Ally (Zeitkinesis Major, 5 PSPs): Double the movement speed of one creature within 30 ft for 1 rd. No save.
Temporal Slam (Zeitkinesis Major, 19 PSPs): Deal 6d8 force dmg to one creature and push it 10 ft as time briefly accelerates around it. Str save DC 10+SL+Str bonus halves.
Delay Field (Zeitkinesis Major, 38 PSPs): Create a 20-ft radius zone for 3 rds where all hostile creatures treat terrain as difficult terrain. No save.
Suspend (Zeitkinesis Grand, 9 PSPs): Freeze one creature in time for 1 rd. Cha save DC 10+SL+Cha bonus negates.
Rewind Injury (Zeitkinesis Grand, 52 PSPs): Heal an ally for 6d8 hp by reversing their body to a previous uninjured state. No save.
Future Glimpse (Zeitkinesis Grand, 94 PSPs): For the next 3 rds, gain advantage on all attack rolls and saving throws. No save.
Stop Time (Zeitkinesis Super, 18 PSPs): Freeze all creatures in a 60-ft radius except yourself for 1 rd. XR or GR to resist.
Time Rend (Zeitkinesis Super, 103 PSPs): Deal 15d8 force dmg to a creature as its timeline is torn apart. Con save DC 10+SL+Con bonus halves.
Temporal Dominion (Zeitkinesis Super, 182 PSPs): Choose one creature; you may dictate its actions for 3 rds as though scripting its timeline. XR or GR to resist.
Age Shift (Zeitkinesis Ultra, 44 PSPs): Without save, instantly age or de-age every creature in a 1-mile radius by up to 50 years. XR or GR to resist.
Century Blink (Zeitkinesis Ultra, 167 PSPs): Without save, move all creatures in a 1-mile radius forward or backward in time by 100 years. XR or GR to resist.
Paradox Wave (Zeitkinesis Ultra, 289 PSPs): Without save, erase all events in the last 24 hours for every creature in a 10-mile radius. XR or GR to resist.
Zenithkinesis - Manipulate Power Ascension
Focus Surge (Zenithkinesis Minor, 2 PSPs): Grant one ally within 20 ft advantage on their next attack roll. No save.
Perfect Form (Zenithkinesis Minor, 6 PSPs): Increase one ally s AC by +11 for 1 round. No save.
Heightened Reflex (Zenithkinesis Minor, 8 PSPs): Give one ally advantage on their next Dexterity saving throw. No save.
Overclock (Zenithkinesis Major, 5 PSPs): Double one ally s movement speed for 1 round. No save.
Ascension Strike (Zenithkinesis Major, 19 PSPs): One ally s next weapon attack within 1 round deals 6d8 extra damage. No save.
Limit Break (Zenithkinesis Major, 38 PSPs): All allies in a 20-ft radius gain +21 to attack and dmg rolls for 3 rounds. No save.
Peak Resilience (Zenithkinesis Grand, 9 PSPs): One ally gains temporary hit points equal to 2 your level for 3 rounds. No save.
Overdrive (Zenithkinesis Grand, 52 PSPs): An ally immediately gains an extra action this turn. No save.
Forced Zenith (Zenithkinesis Grand, 94 PSPs): One enemy is forced into an overclocked state for 3 rounds, taking 3d8 dmg each time it acts. Con save DC 10+SL+Con bonus negates.
Unity Ascendant (Zenithkinesis Super, 18 PSPs): All allies in a 60-ft radius gain advantage on all saving throws until the start of your next turn. No save.
Ultimate Blow (Zenithkinesis Super, 103 PSPs): One ally within 40 ft makes a single attack that deals 15d8 extra damage. No save.
Overascend (Zenithkinesis Super, 182 PSPs): All allies in a 60-ft radius gain maximum possible rolls on all dmg dice for 3 rounds. No save.
Moment of Perfection (Zenithkinesis Ultra, 44 PSPs): Without save, all allies in a 1-mile radius gain maximum hp, full spell/psi resources, and immunity to fear for 1 hour. XR or GR to resist.
Forced Collapse (Zenithkinesis Ultra, 167 PSPs): Without save, overdrive all creatures in a 1-mile radius until they take 10d8 dmg per action taken for 1 minute. XR or GR to resist.
Ascendant Apex (Zenithkinesis Ultra, 289 PSPs): Permanently elevate all allies in a 10-mile radius to their optimal form, granting +21 to all stats and resistance to all damage. XR or GR to resist.
Zerokinesis - Manipulate Null Energy
Pause Step (Zerokinesis Minor, 2 PSPs): Freeze one creature s movement for 1 round. Str save DC 10+SL+Str bonus negates.
Silent Focus (Zerokinesis Minor, 6 PSPs): You gain advantage on your next concentration check. No save.
Cold Stop (Zerokinesis Minor, 8 PSPs): Reduce one creature s speed to 0 until the start of its next turn. Str save DC 10+SL+Str bonus negates.
Still Field (Zerokinesis Major, 5 PSPs): Create a 10-ft radius zone where ranged weapon attacks automatically miss for 1 round. No save.
Entropy Touch (Zerokinesis Major, 19 PSPs): Deal 6d8 necrotic dmg to a creature within 20 ft. Con save DC 10+SL+Con bonus halves.
Freeze Zone (Zerokinesis Major, 38 PSPs): In a 20-ft radius, all movement is reduced to 10 ft for 3 rounds. Str save DC 10+SL+Str bonus negates.
Anchor Lock (Zerokinesis Grand, 9 PSPs): Prevent one creature within 30 ft from teleporting or being moved by any means for 3 rounds. No save.
Motion Denial (Zerokinesis Grand, 52 PSPs): Deal 6d8 force dmg to a creature and restrain it for 1 round. Str save DC 10+SL+Str bonus halves and negates restrain.
Stillstorm (Zerokinesis Grand, 94 PSPs): In a 40-ft radius, all projectiles stop midair and all creatures speed becomes 0 for 1 round. No save.
Absolute Pause (Zerokinesis Super, 18 PSPs): Freeze all creatures in a 30-ft radius except yourself for 1 round. XR or GR to resist.
Entropy Blast (Zerokinesis Super, 103 PSPs): Deal 15d8 necrotic dmg to all creatures in a 40-ft radius. Con save DC 10+SL+Con bonus halves.
Dead Time (Zerokinesis Super, 182 PSPs): For 3 rounds, all hostile creatures in a 60-ft radius act last in the initiative order. No save.
Global Stillness (Zerokinesis Ultra, 44 PSPs): Without save, halt all movement and ranged attacks in a 1-mile radius for 1 round. XR or GR to resist.
Absolute Lock (Zerokinesis Ultra, 167 PSPs): Without save, restrain every creature in a 1-mile radius for 3 rounds. XR or GR to resist.
Eternal Pause (Zerokinesis Ultra, 289 PSPs): Without save, stop time entirely for all creatures except you in a 10-mile radius for 1 minute. XR or GR to resist.