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Mind Divine
Author: Jeremy Smith
Editor: Andreas Rnnqvist
Contributors: Andreas Rnnqvist, Brian Dupuis, Greg Jacob, Vlado Rodriguez, Will Elyea
Design / Layout: Jeremy Smith
Interior Illustrations: Ash Jackson, Bradley K McDevitt, Brandon Glore, Butch Mapa, Rudolph Montemayor,
Trejo Ruelas
Cover layout: Brandon Glore, Jeremy Smith
Cover Illustration: Arnaud Sider, Gwennal Larcher
Special Thanks: Brandon Glore, Thomas Boaz, Vlado Rodriguez
Requires use of the Dungeons & Dragons Third Edition Core Books and the Expanded Psionics Handbook,
published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
d20 System and the d20 System logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at <www.
wizards.com/d20>. This edition of The Mind Divine is produced under version 1.0a, 5.0, and/or draft versions of the
Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission of
Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e)
of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all
Dreamscarred Press product and product line names including but not limited to Untapped Potential: New Horizons in Psionics,
any specic characters, monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specic
creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines, histories, plots,
thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses,
poses, logos, or graphic designs, except such elements that already appear in nal or draft versions of the d20 System Reference
Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not
Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999, 2000,
and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open
Game Content and if so used, should bear the COPYRIGHT NOTICE The Mind Divine 2007 Jeremy Smith. This material is
protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the
artwork or non-Open Game Content herein is prohibited without express written permission from this books authors, except for
purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or
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This document is a work of ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some images contained within are copyright Arnaud Sider, Brandon Glore, Duncan Welker, Gwennal Larcher, LPJ Design,
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Table of Contents
Chapter 1: Introduction .................. 1
Psion/Wilder Powers...........................................17
An Awakening ..........................................................3
Artifacts ..............................................................34
Faceters Guild....................................................35
Krehlenshin ......................................................38
Phantasms ...........................................................42
Godminds ................................................42
Aeni.....................................................................44
Aureskin ............................................................44
Cynre ................................................................45
Faedreth ..............................................................46
Hourth .................................................................46
Javan ...................................................................47
Kraegan ...............................................................48
Nereth .................................................................49
Phanos .................................................................50
Saurok .................................................................50
Veran ...................................................................51
Zean ....................................................................52
ii
Keian ......................................................................91
Malidrous ...............................................................92
Mentat.....................................................................93
Nenngar ................................................................102
Proseius ................................................................107
Shakam .................................................................108
Cerebris ..................................................................62
Appendix ........................................110
Epic Overchannel..............................................110
Spirituel ..................................................................75
Versatile Blade........................................................77
Exemplication .................................................110
Ardoroch.................................................................87
Dostraugh ...............................................................88
iii
An Awakening
In a world without the touch of the divine, healing magic is limited in availability. The touch of the divine to
staunch blood ow, mend wounds, and return life to the deceased is non-existent, which might make your game
harsher than you intend.
With such a major aspect of the world missing, it is likely that advances in healing would take place in that
vacuum. An herbalist or apothecary might learn to make unguents, potions, poultices, and other concoctions to
mend the wounded and heal the sick. Treat these creations as potions of the appropriate cure spells, but maybe
a given character can only gain the benet from a certain quantity of herbal remedies in any given time. This
allows you to keep healing available to the players, but not make it a trivial concern.
ADDITIONAL PSICRYSTAL
[PSIONIC]
You are able to gain a second psicrystal, companion
to the rst.
Prerequisites: Manifester level 9th, Improved
Psicrystal, Psicrystal Afnity.
Benet: You gain an additional psicrystal with a
separate personality than your rst. You gain all the
benets of this new psicrystal as if it was a normal
psicrystal, although any Improved Psicrystal
feats may only apply to a single psicrystal. The
Alertness feat benets granted by being close to
your psicrystal can be gained by proximity to either
psicrystal, but you do not gain the benets twice
for having both nearby. You may also only share
powers with a single psicrystal at any time.
Normal: You may only have one psicrystal.
Special: If you have the ability to store a psionic
focus in your psicrystal from effects such as the
Psicrystal Containment feat, you may only store a
psionic focus in a single psicrystal at any time.
New Feats
ACCESS PSIONIC NODE [PSIONIC]
Your embodiment of a godminds ideology grants
you additional powers and abilities.
Prerequisites: Servant of the Mind, Knowledge
(psionics) 6 ranks, Knowledge (religion) 2 ranks,
venerate a godmind (see Chapter 3).
Benet: You gain access to a single psionic node
to which your godmind grants access (see below),
allowing you to choose your powers known from
this list in addition to any other lists granted from
you manifesting class. In addition, you gain the
granted power associated with that node. Once
you have selected the node, the choice cannot be
changed.
Normal: Powers not on your class power list
Natures Consciousness1
PREREQUISITES
Servant of the Mind, Knowledge (psionics) 6
ranks, Knowledge (religion) 2 ranks, venerate
a godmind
Manifester Level 9th, Improved Psicrystal,
Psicrystal Afnity
Base attack +6, able to manifest 3rd level
powers
Base attack bonus +6, psychic strike +2d8
Wild surge +3
Enervating Feedback, Knowledge (psionics)
15 ranks
Knowledge (nature) 4 ranks
One Pool
Additional Psicrystal
Channeling Strike1
Disrupting Strike
Enervating Feedback1
Hostile Enervation1
BENEFIT
Gain access to a psionic node
NATURES CONSCIOUSNESS
[METAPSIONIC]
You are able to affect the low-level consciousness
of plant creatures.
Prerequisite: Knowledge (nature) 4 ranks.
Benet: To use this ability, you must expend your
psionic focus. Any power you manifest with the
mind-affecting descriptor can affect plants. Using
this feat increases the power point cost of the power
by 4.
Normal: Creatures with the plant type are immune
to mind-affecting effects.
RESONATING INTERFERENCE
[PSIONIC]
Others nd it difcult to gain or utilize psionic
focus in your presence.
Prerequisites: Wis 13, Psionic Meditation.
Benet: Anytime an opponent seeks to gain or
[MANTRA, PSIONIC]
Your commitment to your godmind grants you
protection from the dominance or will of others.
Prerequisites: Wis 15, Knowledge (religion) 2
ranks, venerate a godmind.
Benet: To activate Discipline of the Zealot, you
must meditate to gain psionic focus. Focusing
in this fashion requires a Concentration check 10
higher than normal. Once activated, this mantra
lasts for 10 minutes as long as you maintain
psionic focus. While active, you gain a +3 morale
bonus to saving throws against mind-affecting and
compulsion effects.
You may expend your psionic focus during this
mantra as an immediate action to automatically
succeed on a single saving throw against a mindaffecting or compulsion effect. You must declare
this use of Discipline of the Zealot before rolling
the saving throw.
Mantra Feats
[MANTRA, PSIONIC]
Combat is second-nature to you, making you a
deadly foe.
Prerequisites: Combat Expertise, base attack
bonus +8.
Benet: To activate Expertise of the Virtuoso, you
must meditate to gain psionic focus. Focusing
in this fashion requires a Concentration check 10
higher than normal. Once activated, this mantra
lasts for 1 minute as long as you maintain psionic
focus. While active and using Combat Expertise,
the penalty imposed to your base attack bonus is
divided by half (rounded up).
You may expend your psionic focus during this
mantra to make an attack of opportunity against a
single opponent who attacks you.
Normal: The penalty to your attack rolls is equal
to the bonus gained to Armor Class.
Special: A ghter may select this feat as a bonus
feat so long as he meets the prerequisites.
[MANTRA, PSIONIC]
Your belief and faith in your godmind enhances
your ghting ability.
Prerequisites: Base attack bonus +6, venerate a
godmind.
Benet: To activate Conviction of the Blessed,
you must meditate to gain psionic focus. Focusing
in this manner requires a Concentration check 5
higher than normal. Once activated, this mantra
lasts for 1 minute as long as you maintain psionic
PSIONIC]
You channel your fury into your melee attacks,
landing more blows than would normally be
possible.
Prerequisite: Base attack bonus +4.
Benet: To activate Fury of the Storm, you must
meditate to gain psionic focus. Focusing in this
fashion requires a Concentration check 5 higher
than normal. Once activated, this mantra lasts for
1 minute as long as you maintain psionic focus.
While active, on a full attack, you
may make an additional attack at your normal
attack roll. However, the fury you unleash makes
your strikes less steady and you suffer a -2 penalty
on all attack rolls in the full attack.
You may expend your psionic focus during this
mantra to gain a second additional melee attack at an
additional -5 penalty to its attack roll. In addition,
when expending your focus in this fashion, you
gain a +1 bonus to your melee damage rolls.
PSIONIC]
The agility you are able to command grants you
unusual dexterity and deftness.
Prerequisites: Dex 13, Climb 4 ranks, Jump 4
ranks .
Benet: To activate Finesse of the Monkey, you
must meditate to gain psionic focus. Focusing in
this fashion requires a Concentration check 5 higher
than normal. Once activated, this mantra lasts for
10 minutes as long as you maintain psionic focus.
While active, you are able to move through any
terrain other than impassable terrain at your normal
land speed, allowing you to ignore any penalties
imposed on movement due to difcult terrain.
As a swift action, you may expend your psionic
focus during this mantra to move at double your
normal land speed for one round, ignoring any
penalties for difcult terrain.
Normal: Moving through difcult terrain lowers
land speed.
BENEFIT
Gain bonus to attacks or damage
Resist mind-affecting and
compulsion effects
More effectively use Combat
Expertise
Be treated as a category larger for
unarmed attacks
Gain additional attacks
Ignore difcult terrain
Gain hit poitns when allies are hurt
Gain additional attacks of
opportunity
Counter psionic powers
Count as a higher level manifester
for your godminds nodes
Reexes.
As a swift action, you may expend your psionic
focus during this mantra to gain a +4 bonus to an
attack of opportunity.
Normal: Characters without Combat Reexes may
only make a single attack of opportunity per round.
Characters without this feat but with Combat
Reexes may make up to their Dexterity modier
in attacks of opportunity per round.
[MANTRA, PSIONIC]
You are able to see a split second into the future and
interrupt others before they can nish manifesting
a power.
Prerequisites: Psionic Afnity, Psicraft 12 ranks.
Benet: To activate Retort of the Prepared Mind,
you must meditate to gain psionic focus. Focusing
in this fashion requires a Concentration check 10
higher than normal. Once activated, this mantra
lasts for 1 minute as long as you maintain psionic
focus. While active, you may attempt to counter a
power being manifested by a target within line of
sight. To counter a power, you must spend an equal
number of power points being used to manifest the
power and make a Psicraft check against a DC of
20 + the power level of the power being countered.
You may not spend more power points in this
fashion than your manifester level.
PSIONIC]
The speed with which you react is faster than the
eye can see.
Prerequisites: Wis 15, Combat Reexes, base
attack bonus +6.
Benet: To activate Reexes of the Cat, you must
meditate to gain psionic focus. Focusing in this
fashion requires a concentration check 5 higher
than normal. Once activated, this mantra lasts for
1 minute as long as you maintain psionic focus.
While active, you gain your Wisdom modier to
your maximum number of attacks of opportunity
per round, in addition to any gained from Combat
10
Psionic Powers
PSIONIC]
Your devotion to your godmind reinforces your
mental ability.
Prerequisites: Wis 15, Knowledge (psionics) 9
ranks, Knowledge (religion) 9 ranks, access to a
psionic node.
Benet: To activate Spirit of the Faithful, you must
meditate to gain psionic focus. Focusing in this
fashion requires a Concentration check 5 higher
than normal. Once activated, this mantra lasts for
1 minute as long as you maintain psionic focus.
While active, your powers from your godminds
Psionic Nodes
Rage of the Fallen invokes strong reactions when an ally
falls in battle
11
Battle Node
Creation Node
Energy Node
Body Node
12
secret thoughts.
7. Zone of Fear: Terrify all creatures within
the affected area.
8. Form of DoomA: You transform into a
frightening tentacled beast.
9. MicrocosmA: Creature or creature lives
forevermore in world of his own imagination.
Extrasensory Node
Force Node
Fear Node
Healing Node
13
Insight Node
Mind Node
Knowledge Node
14
Morphic Node
Planar Node
Passion Node
Psionic Node
15
Secret Node
Time Node
Spatial Node
Travel Node
16
KINETICIST
2. Sapping Energy: Suck the energy out of
your enemys muscles.
4. KinesisA: You gain special abilities with
your psychokinetic powers.
6. Deecting GlobeA : Cloak yourself in force,
protecting you from all attacks.
7. Earthquake: Use telekinetic force to shake
the ground and knock enemies off their feet.
8. Energy Form : Wreath your form in energy.
PSION/WILDER POWERS
17
Acidosis
Power Descriptions
New Powers
Acidic Bolt
Baleful Compression
Psychoportation
Level: Nomad 3
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: No
Power Points: 5
18
Commune
Telepathy [Mind-Affecting]
Level: Mind 2, telepath 2
Display: Au
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other willing creature with
an Intelligence of 1 or higher
Duration: 10 minutes / level
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 3
Baleful Expansion
Psychoportation
Level: Psion/wilder 4
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: No
Power Points: 7
Concussive Onslaught
Psychokinesis [Force]
Level: Force 3, psion/wilder 3
Display: Au, Ma, Vi
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30 ft. radius burst
Duration: 1 round / level
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 5
Blink, Psionic
Psychoportation
Level: Nomad 3, spatial 3
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
19
Deecting Globe
Psychokinesis [Force]
Level: Force 6, kineticist 6
Display: Ol, Ma
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Power Points: 11
Concussive onslaught used to devastating effect
Corrupting Touch
Psychometabolism
Level: Psion/wilder 5, psychic warrior 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round / level
Saving Throw: Fort partial; see text
Power Resistance: Yes
Power Points: Psion/wilder 9, psychic warrior 7
Dimensional Storage
Psychoportation
Level: Nomad 2, planar 2
Display: Me, Vi
Manifesting Time: 1 standard action
Range: Touch
Target: One unattended object, weighing up to 1
lb./level
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3
20
Duration: Instantaneous
Saving Throw: Reex partial; see text
Power Resistance: No
Power Points: Force 15, kineticist 13
Dominion
Telepathy
Level: Mental 4, telepath 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 7
Echoes of Self
Psychoportation
Level: Nomad 6, time 6
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Power Points: 13
Ectoplasmic Servant
Metacreativity (Creation)
Level: Creation 1, shaper 1
Display: Ma, Vi
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 hour / level
Power Points: 3
Earthquake, Psionic
Psychokinesis [Force]
Level: Force 8, kineticist 7
Display: Au
Manifesting Time: 1 round
Range: Medium (100 ft. + 10 ft./ level)
Area: 30 ft. radius burst
21
Endorphin Surge
Psychometabolism
Level: Body 3, passion 3, psion/wilder 3, psychic
warrior 2
Display: Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Power Points: body 5, passion 5, psion/wilder 5,
psychic warrior 3
The glands of your body emit massive quantities
of endorphins, augmenting your natural abilities.
While this power is active, you are treated as if in
a barbarian rage, giving you a +4 bonus to your
Constitution and Strength, a +2 bonus on Will saves,
and a -2 penalty to your Armor Class. In addition,
you may not use any Charisma, or Intelligencebased skills, the Concentration skill, or any abilities
that require patience of concentration. When the
power ends, you are fatigued until the end of the
current encounter.
Energy Form
Psychokinesis
Level: Energy 8, kineticist 8
Display: Au, Ol
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Saving Throw: See text
22
Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 3
Entangling Debris
Psychokinesis [Force]
Level: Psion/wilder 1
Components: Ma, Vi
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Matter in a 40-ft.-radius spread
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Reex partial; see text
Power Resistance: No
Power Points: 1
Foresight
Clairsentience
Level: Insight 4, seer 4
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 7
Your senses expand, granting you insight in a
variety of ways. For the powers duration, any
power you manifest that grants an insight bonus
has that bonus increased by 50% (rounded down).
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 2 power points, the
powers duration increases to 1 minute per level
instead of 1 round per level.
2. By spending an additional 4 power points, this
power can affect an additional power.
3. By spending an additional 6 power points, you
may manifest this power as a swift action.
Focal
Metacreativity
Level: Creation 2, shaper 2
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Fusion, Hostile
Psychometabolism
Level: Egoist 9, morphic 9
Display: Au, Vi
23
Incite Passion
Telepathy [Mind-Affecting]
Level: Passion 4, psion/wilder 4
Display: Ma, Ol
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round / level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
Gravitational Well
Psychoportation
Level: Marksman 2, nomad 2
Display: Ma, Ol
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: 1 round / level
Saving Throw: Reex negates
Power Resistance: Yes
Power Points: 3
Induce Phobia
Idle Vigilance
Clairsentience
Level: Extrasensory 3, seer 3
Display: Au, Vi
Manifesting Time: 1 round
Range: 30 ft. radius
Duration: 10 minutes / level
Saving Throw: None
Power Resistance: No
Power Points: 5
24
Kinesis
Psychokinesis
Level: Energy 4, kineticist 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 7
Malleable Form
Psychometabolism (Shapechanging)
Level: Egoist 2, morphic 2
Display: Ol
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 3
Mending Touch
Psychometabolism
Level: Egoist 1, healing 1
Display: Au, Ol
Manifesting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Power Resistance: Yes
Power Points: 1
Localized Distraction
Telepathy [Mind-Affecting]
Level: Mind 4, telepath 4
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
25
Morphic
Psychometabolism (Shapechanging)
Level: Egoist 4, morphic 4, psychic warrior 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 7
Orbs of Annihilation
Psychoportation
Level: Nomad 6, travel 7
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Concentration, up to 1 round / level
Saving Throw: Reex half
Power Resistance: Yes
Power Points: Nomad 11, travel 13
Natures Vigil
Clairsentience
Level: Extrasensory 4, seer 4
Display: Au, Ol
Manifesting Time: 1 minute
Range: 60 ft.
Area: 60 ft. radius sphere centered on you
Duration: 10 minutes / level
Saving Throw: None
Power Resistance: No
Power Points: 7
Rapid Deluge
Metacreativity
Level: Shaper 4
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50 ft. radius burst
Duration: Instantaneous
Saving Throw: Reex partial; see text
Power Resistance: No
Power Points: 7
26
Reection
Psychokinesis
Level: Kineticist 2
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal, see text
Duration: 1 round / level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
Reality Disjunction
Psychoportation
Level: Nomad 7, time 7
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Power Resistance: Yes
Power Points: 13
Regenerative Aura
Psychometabolism
Level: Egoist 9, healing 9
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: 30 ft
Area: 30 ft. radius sphere centered on you
Duration: 1 round / level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 17
Psionic power radiates out from your body,
causing all living creatures within range to rapidly
27
heal as their natural healing ability is hyperaccelerated. All living creatures within range heal
25 hit points per round, although no creature can
heal more than 250 hit points of damage from this
power in a single day. Attempts to heal more than
this total result in the individual being nauseated for
twenty four hours and not receiving the additional
healing. A creature at full health is not subject to
the nauseating effect.
Stolen Grace
Psychometabolism
Level: Psion/wilder 4, psychic warrior 3
Display: Au, Ol
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched and you; see text
Duration: 1 round / level
Saving Throw: None
Power Resistance: Yes
Power Points: Psion/wilder 7, psychic warrior 5
Sapping Energy
Psychokinesis
Level: Energy 2, kineticist 2
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 3
Soothing Aura
Telepathy [Mind-Affecting]
Level: Mind 5, passion 6, psion/wilder 5
Display: Ol, Ma
Manifesting Time: 1 round
Range: 30 ft.
Area: 30 ft. radius sphere centered on you
Duration: 1 round / level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9
Temporal Anomaly
Psychoportation
Level: Nomad 4, time 4
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 10 ft. radius
Duration: 1 round / level
Saving Throw: Reex negates; see text
Power Resistance: Yes
Power Points: 7
28
Transmuting Energy
Psychokinesis
Level: Energy 9
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Power Resistance: Yes
Power Points: 17
You channel an immense amount of energy into
a target creature, enveloping their entire form.
Choose a single energy type: cold, re, electricity,
or sonic. Unless the target creature is immune to
that energy type or has twice your character level
in hit dice, the energy completely transmutes it,
turning it into the same type of energy and killing
the creature. The affected creature explodes in
a burst of chaotic energy, dealing 1d6 points of
damage per hit die the creature had, or half on a
successful Reex save, to everyone within a 10
foot radius. The damage dealt is of the same type
as the energy chosen.
Transference
Psychoportation
Level: Nomad 4, spatial 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level or until discharged; see
text
Power Points: 7
Truncheon
Metacreativity
Level: Battle 1, psychic warrior 1
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: One weapon; see text
Duration: 1 minute / level; see text
Saving Throw: None
Power Resistance: No
Power Points: 1
29
Upheaval
Psychoportation
Level: Psion/wilder 5
Display: Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Reex half
Power Resistance: No
Power Points: 9
Wither
Psychometabolism
Level: Psion/wilder 4
Display: Vi
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 7
Psychokinesis [Force]
Level: Force 7, kineticist 6
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Zone of Fear
30
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 20-foot radius sphere
Duration: Concentration, up to 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
You create a zone of perpetual fear, an area where
all creatures face their darkest nightmares. Each
round any creature is within the affected area, they
must make a successful Will save or be shaken.
As with all fear effects, if the creature stays in
the area and fails the save a second time, they are
then treated as frightened, and so forth. Leaving
the affected area keeps the affected creature from
becoming more frightened, but the effect lasts until
the power ends.
Psionic Items
Psionic Armor
Psionic Armor and Shield Special Abilities
Psionic Weapons
Psionic Weapon Special Abilities
31
Idle vigilance
Natures vigil
New Psicrowns
32
Crystal elixir
33
gp, weight
Frosted blade: Covered in what appear to be
tiny cracks, this pair of blue gauntlets allows the
wielder to treat his mind blade as if it had the frost
enhancement. This bonus does not count toward
the wielders normal enhancements on his mind
blade.
Faint psychokinesis; ML 9th; Craft Universal
Item, energy ray; Price 8,000 gp, weight 1 lb.
Power Stone Bandolier: A favorite among
wilders, this leather bandolier has small pouches to
hold up to 50 power stones. As a move action that
does not provoke attacks of opportunity, the wearer
can retrieve a particular stone from the bandolier.
Faint metacreativity; ML 9th; Craft Universal
Item, retrieve; Price 750 gp, weight .5 lb
Psionic Locks: Originally crafted by the more
guarded of shapers, these simple locks have no
moving parts to pick, making them impervious
to mundane lock picking. By channeling a single
power point into the item, it locks or unlocks
appropriately. Once a specic individual has
channeled a power point into a lock to lock it, that
lock only responds to that same individual to unlock
unless the appropriate command word is given.
Moderate psychoportation; ML 8th; Craft
Universal Item, psionic knock, psionic lock; Price
2,500 gp, weight
Artifacts
Cursed Items
34
Faceters Guild
Psionic Organizations
Those who utilize the power of psionics often
seek out each other to learn new techniques, secrets,
or to share ideas. Over time, this can result in the
35
Prominent Mdmbers
House of Mandreth
36
37
Prominent Members
Krehlenshin
38
Prominent Members
39
Prominent Members
40
Prominent Members
41
Phantasms
Prominent Members
Godminds
Originally presented in Hyperconscious:
Explorations in Psionics by Bruce R. Cordell,
godminds are immensely powerful entities on par
with normal deities in terms of power. Although
some godminds were individuals of such immense
psionic power that they transcended mortality and
gained mortal worshippers, granting them abilities
on par with standard deities, some are conceptually
so alien that normal mortals cannot comprehend the
nature of the godmind and instead typically believes
they are like normal deities. Unlike standard
deities, godminds do not grant their worshippers
special abilities, such as divine spellcasting.
The use of godminds should also accompany
utilizing the default rules of psionic-magic
transparency as set forth in the Expanded Psionics
Handbook by Bruce R Cordell to minimize
difculty in having interaction between psionics
and magic.
Unlike many deities who are active in their
worshippers lives, a godmind is typically more of
a greater consciousness than an active party. So
42
RANK
Beneath the godminds name is a line giving the
rank of that godmind. Similar to divine ranks of
standard deities, major godminds control more
power and have more inuence than moderate
godminds, who in turn have more power and
inuence than minor godminds.
WORSHIPPERS
The next line of the godmind description gives the
typical type of individuals that will follow the tenets
of that godmind. This group usually corresponds
to the areas of control that godmind represents.
Pantheon of Godminds
Listed below are the twelve known godminds and
what they control. One does not need to worship
the specic godmind to gain access to powers or
abilities that godmind represents, as an agnostic
egoist may still utilize powers such as thicken
skin, but it is not uncommon for manifesters of the
appropriate discipline to venerate the godmind who
embodies the spirit of that discipline.
Name
Aeni
Aureskin
Exemplies
Fear
Psychometabolism
Cynre
Faedreth
Hourth
Javan
Kraegan
Nereth
Phanos
Saurok
Veran
Zean
Psychokinesis
Clairsentience
Compulsion
Mind blades
Psychoportation
Secrets
Metacreativity
Telepathy
Passion
Enlightenment
NODES
Every godmind grants access to psionic nodes to
those exemplars who take the appropriate character
options, such as class levels or feats. This line
lists which psionic nodes the godmind can allow a
follower access. Psionic nodes are not universally
controlled by any single godmind, so it is not
unusual for multiple godminds to have access to
the same psionic node.
ALIGNMENT
Although godminds effectively represent a
single aspect of psionics, each godmind has
a corresponding alignment. Those aspects of
psionics that typically reect selsh or evil actions
may be represented by an evil godmind, while the
more seless parts of psionics may be exemplifed
by a good-aligned deity. Most worshippers have
alignments similar to their godmind, although it is
not a strict requirement.
STATE OF CONSCIOUSNESS
Different godminds manifest in different ways.
This line of the godminds entry explains if the
godmind is an active entity, directly inuencing the
inhabitants of the world at large, or if the entity is
more passive, allowing its adherants to further the
aspect of psionics the godmind represents without
taking an active role. Neither type of godmind,
active or dormant, affect the godminds ability
to grant access to psionic nodes or other special
abilities gained from following the tenets of a
godmind.
The second part of a godminds state of
consciousness is the form in which they manifest.
GODMIND ENTRIES
43
FAVORED WEAPON
Conict is inevitable, even for beings of such
immense power as godminds. When such a
conict comes to pass, a particular godmind will
often rely on one weapon of choice. This weapon
may be a true weapon, such as a sword or bow, or
it may be something more cerebral, such as fear or
a particular psionic power.
DESCRIPTIVE TEXT
This portion of a godmind description details the
background of the particular godmind and how it
came to be a godmind. If one of the previous lines
in the description included see text, this is where
the explanation is found.
DOCTRINE
The last item in each godmind entry is the doctrine
of that particular godmind. This doctrine represents
how a worshipper of a godmind is expected to
behave in order to align their state of mind to match
the aspect of psionics with that godmind. Failure
to follow this doctrine causes the individual to lose
access to any special abilities or nodes granted by
the godmind, although if the infraction was not
extreme, methods such as atonement can be used
to regain these abilities.
Aeni
Major godmind
Worshippers: psychic warriors, psions, assassins
Nodes: Fear, Mind, Psionic, Secret
Alignment: NE
State of Consciousness: Active, consciousness
Favored Weapon: fear
Aureskin
Moderate godmind
Worshippers: duergar, egoists, maenads, psychic
warriors
Nodes: Battle, Body, Healing, Morphic
Alignment: N
State of Consciousness: Active, entity
44
Cynre
Moderate godmind
Worshippers: kineticists, pyrokineticists
Nodes: Energy, Force, Psionic
Alignment: CN
State of Consciousness: Active, entity
Favored Weapon: energy missile
When a deadly brushre overwhelmed and
destroyed the village of Urve, only one villager
survived, the human child Davon. Discovering a
latent afnity for re, Davon traveled to a nearby
school for manifesters and studied the art of the
kineticist. The family of Davon later inherited a
small portion of Davons natural talent, becoming
the House of Mandreth (detailed above).
After traveling and studying under the greatest
of the kineticists, Davon began to study other ways
of controlling re, including learning the secrets
of the pyrokineticist. Eventually, Davon changed
his name to Cynre and transformed to a being of
living ame, taking up residence in the Elemental
Plane of Fire.
After this transformation, Cynre learned to
control the other energy types for fear of their use
against him. As his knowledge and ability grew,
Cynre transcended to the status of godmind,
governing the portfolio of psychokinesis.
Although Cynre controls the entire discipline
of psychokinesis, he favors those among his
worshippers who utilize re more than the other
45
Faedreth
Moderate godmind
Worshippers: seers, trackers, fortune-tellers
Nodes: Extrasensory, Insight, Protection
Alignment: LN
State of Consciousness: Active, entity
Favored Weapon: Reality disjunction
Outside the ow of the time stream there exist
entities, creatures that are so alien to standard
sentient life that comprehending the nature of
their existence is virtually impossible for typical
creatures within the time stream. The selfcorrecting nature of the time stream, when faced
with interference by those who would manipulate it
for their own ends, has shown that something exerts
a force upon the time stream itself, blocking these
attempts to deviate the ow of time from what has
already occurred. That force is this race of beings,
which mortals within the time stream have labeled
Faedreth, believing it to be a singular entity.
The nature of the Faedreth is such that their
primary concern is maintaining the stability of the
time stream, not caring for the dominance of good
or evil within that stream itself. To this end, they
can and do allow mortals within the time stream
Hourth
Minor godmind
Worshippers: duergar, telepaths, thrallherds
Nodes: Mind, Psionic
Alignment: CE
State of Consciousness: Active, persistent
worldthought network
Favored Weapon: Compulsion effects
Experiments with psionics have taken place since the
discovery of the psionic powers eons ago. Among
these experiments have been the miraculous and the
disastrous, the misguided and the truly genius. One
such experiment was embarked upon by the society
mind Hourth, who believed that it was possible to
completely subjugate an entire population and use
their energy to fuel his own power, spring boarding
46
Javan
Moderate godmind
Worshippers: psionic sts, soul knives, versatile
blades, xeph
Nodes: Battle, Psionic
Alignment: N
State of Consciousness: Active, entity
Favored Weapon: mind blade
47
Kraegan
Moderate godmind
Worshippers: nomads, xeph, elocaters
Nodes: Spatial, Time, Travel
Alignment: N
State of Consciousness: Dormant, entity
Favored Weapon: baleful teleportation
As the sands of time ow and decisions are made, a
myriad of alternate decisions are possible that could
impact the course of history to an extreme degree.
In situations where these deviations could mean
world-shattering changes, there have sometimes
been those who seek to alter the fabric of time and
change the course of events.
At times, this can result in a rogue, detached time
stream, one which has been severed from the time
stream; a choice not made, a road not taken. These
time streams, detached from the true ow of time,
can sometimes take on a semi-sentience, endlessly
seeking to rejoin the true time stream to which it
once belonged.
To fulll this prevalent need, the rogue time
stream will reach out to mortals within the time
stream, using the power contained within itself to
bridge the gap, and allow those mortals to bend the
laws of space and time in ways that might work
to divert the ow of time back to the rogue time
stream. Mortals, believing this interaction to be
divine in nature, named these rogue time streams
Kraegan, believing it to be an entity like other
deities. Few realize it is countless severed time
streams seeking to rejoin the primary time stream.
48
Nereth
Minor godmind
Worshippers:
telepaths,
elans,
spies,
rumormongers
Nodes: Extrasensory, Mind, Secret
Alignment: CN
State of Consciousness: Dormant, consciousness
Favored Weapon: See text
A skeleton in the closet is often painful for the one
49
Phanos
Moderate godmind
Worshippers: shapers
Nodes: Creation, Psionic
Alignment: LN
State of Consciousness: Dormant, entity
Favored Weapon: Crystal shard
Saurok
Moderate godmind
Worshippers: telepaths, blues
Nodes: Fear, Mind, Psionic, Secret
Alignment: LN
State of Consciousness: Dormant, persistent
worldthought network
Favored Weapon: Mind thrust
50
Veran
Moderate godmind
Worshippers: Maenads, wilders
Nodes: Passion, Psionic
Alignment: CN
State of Consciousness: Fluctuates, entity; see
text
Favored Weapon: See text
Passionate feelings, especially when expressed
by those with strong psionic ability, can give off
a residual energy that can be felt by others after
the experience has already passed. In situations
where there is a sufciently large group of psionic
creatures experiencing incredibly passionate
emotions: anger, hatred, pain, love, etc, that energy
can coalesce into a single pocket of energy. History
has shown, in the case of a genocidal masscre of
the half-giants against the duergar, that such energy
can become so immense as to take on a sentience
of its own.
The entity that came to be known as Veran quickly
became recognized by mortals for its decidedly
capricious and explosive nature. Where other
entities would be more subtle or logical, Veran
would act in the most extreme manner possible
in any given situation. Additionally, Veran would
sometimes be incredibly active as a godmind,
seeking out exemplars and devotees, only to then
go dormant for no particular reason.
Quickly gaining the following of wilders who
embraced the more passionate side of their abilities,
Veran accepted these devotees absolutely and
51
Zean
Major godmind
Worshippers: psions, monks, elan, psychic
warriors, psychic sts
Nodes: Insight, Knowledge, Mind, Psionic, Soul
Alignment: NG
State of Consciousness: Dormant, entity
Favored Weapon: See text
One of the most powerful godminds currently
known, Zean was not born, but instead formed
from an immensely large metaconcert; she was
originally the metaconcert entity created during the
manifestation of the power. The sheer magnitude
of energy unleashed during the metaconcert and
the number of minds linked together gave birth to
a consciousness self-aware and self-sustaining, a
feminine consciousness who harnessed so much
psionic energy that she was a godmind upon
manifestation. With this power and due to the
nature of her creation, Zean embodied the ideal of
understanding and enlightenment. Initially, Zean
Conicting Godminds
The doctrines and existences of certain godminds
can be anathema to another godmind, causing
52
Places of Contemplation
To understand their power, many practitioners
of psionics spend long hours in self-examination,
learning their own limits and how to transcend
them. When groups of psionic entities gather in
such pursuit for long amounts of time, the psionic
energy they expend in this pursuit can sometimes
seep into their surroundings. Other groups actively
impart this power into a selected location, to
enhance their own meditation. Still other locations
are formed naturally, perhaps from a exceptionally
rich vein of deep crystal or from the death of one
with mighty psionic potential. Some sites are
imbued with so much power they may become
sentient, reecting the beliefs of those who initially
created the site.
This empowerment, intentional or not, grants
those of psionic power special abilities unique to
the site. Some locations make it easier for those
who come for meditation to more easily nd clarity
of mind, while other locations may grant wells
of psionic power that can be tapped into like a
cognizance crystal.
When devising a site of psionic power, the
following questions should be asked:
Is the location natural or the result of psionic
creatures?
What does the location do?
How can the location be found?
How does the location appear to observers, both
psionic and non-psionic, from without and within?
Is the location protected or free to all?
Do any other creatures reside in this location?
Once these questions can be answered, the more
specic details of the location can be determined.
Sites of Meditation
53
Contemplation Glades
SPECIFIC SITES
54
Training Squares
SPECIFIC SITES
Kreh Battlegrounds: The main house of training
for those who join the Krehlenshin, this spartan
facility allows those who practice combat within
its grounds to work longer with fewer lasting
effects from sparring. Those who practice within
the battleground for a long enough period of time
feel themselves invigorated with power during
combat.
The battlegrounds are actually three distinct areas
devoted to different types of training. An archery
range is available for those who practice ranged
attacks in addition to sparring grounds for melee
attack. The largest portion of the battlegrounds is
the area reserved for mounted combat, granting
riders room to maneuver without worry of their
horses hitting spectators or structures.
Benet: Sparring and practice within the
battlegrounds of the Krehlenshin grants an
individual different benets based upon how long is
spent within the grounds, in addition to the normal
benets of spending time within a training square,
as described above.
Those who spend at least four hours of
55
56
Imbued Constructions
SPECIFIC SITES
Crystal Keep of Phanos: Built entirely of
crystal, this keep was created by a host of shapers
devoted to Phanos, godmind of metacreativity.
During its construction, the shapers pooled their
psionic power into the crystalline structure itself,
granting it powers of its own.
The keep has four crystalline towers on each
corner; veins of different colored crystal make
each tower appear as a kaleidoscope when sunlight
touches its walls, the rays refracting to almost
make the keep appear as if its walls are shifting.
Although it appears to be fragile, being made of
crystal, the keep is as strong as granite due to the
enhancements placed upon it.
Special Qualities: The Crystal Keep of Phanos
has many special qualities, including built-in
defenses against attackers. Persistent ectoplasmic
Imbued Sites
57
SPECIFIC SITES
Reecting Pool of Destiny: This pond was found
by a small band of seers and augurs who thought
the terrain was beautiful and decided to make it
their home. The seers knew that their powers were
greater than the augurs who journeyed with them
and as they shared the beauty and tranquility of the
pond, they wished to share their powers with the
augurs. They imbued the pool together as a work
of art, allowing anyone, no matter their psychic
potential a glimpse of the future - but to prevent
misuse by those who couldnt appreciate beauty
the pool requires a sacrice of something beautiful.
Usually this sacrice is a gem or small statue, but
anything considered beautiful and worth at least 25
gp opens the pools abilities. Using their combined
talent, they imbued the pond itself with their gifts
of clairsentience and foresight, allowing visitors to
58
SPECIFIC SITES
Grove of Cynre: Nestled away in a remote
portion of the oak forest lies a grove of trees that
seem to grow and move of their own volition,
instead of being shaped by their environment.
Some who visit the small grove claim to see the
trees themselves shift position depending on the
weather, although no proof has ever been found to
support these claims.
Sleeping within the Grove of Cynre is a phrenic
protector, Lurthodyric. Composed primarily of
soil and rock, this protector is one of the earthen
phrenic guardians, ensuring creatures cause either
no or minimal harm to its charge, the grove itself.
Should anything enter the grove maliciously
or unwittingly cause damage to it, the guardian
awakens and exacts appropriate retribution.
Sometimes, this retribution could be in the form
of the creature repairing the damage done; other
times, Lurthodyric only stops when the offender
is dead, although the guardian will not travel far
from the grove.
The Grove of Cynre was not imbued by an
individual or group of individuals, nor was it created
by intelligent beings. During the life of Davon, who
ascended to become the godmind Cynre, the area
was the sight of a massive battle between Davon
and a group of powerful psions. The reason for
the battle has been lost in the passage of time, but
Phrenic Locations
59
Sentient Regions
Over the course of centuries, psionicallyenhanced sites can gain more power, either in
latent psionic power from those who come to the
site, or intentionally from its creators or those who
would see the site grow greater in effect. If the
power grows great enough, the very site can gain a
sentience of its own, becoming aware of both itself
and those who come in contact with the sentient
region.
Just as with sentient creatures, sentient regions
have their own individual personalities, although
the very nature of a sentient region tends to make
their views on concepts hard to grasp by most others.
The nature of a sentient region tends to draw on the
purpose for its awakening and its initial creation.
If the site was used for meditation and peaceful
activities, the region itself tends to reect this view,
60
61
CEREBRIS
BEST FOR
Psions
Kineticists, telepaths
Egoists
Marksmen, psychic warriors, society
minds
Psions, society minds
Soulknives
Wilders
Psychic warriors, soulknives
CLASS SKILLS
The cerebriss class skills are Autohypnosis,
Concentration, Craft, Heal, Knowledge (all skills,
taken individually), Profession (Any), Psicraft
Skill Points per Level: 2 + Int modier
CLASS FEATURES
BECOMING A CEREBRIS
It is not an easy thing to take up the mantle of the
cerebris. The path to becoming one is many times
a long road with sacrices. In exchange for giving
up the quick road to power, a cerebris is able to
unlock mysteries that others may not. Typically, a
psion is more likely to become a cerebris, although
some wilders are willing to invest the necessary
time and energy. A few of the more advanced
psychic warriors have also been known to travel
down the path of the cerebris.
Hit Die: d4
ENTRY REQUIREMENTS
To qualify to become a cerebris, a character must
fulll the following criteria.
Skills: Knowledge (psionics) 8 ranks, Psicraft 8
ranks
Feats: Expanded Knowledge, Skill Focus
(Knowledge [psionics])
Psionics: Ability manifest 3rd-level powers
62
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Latent understanding
Glimpse of insight (1/day)
Glimpse of insight (2/day)
Latent understanding
Glimpse of insight (3/day)
Glimpse of insight (4/day)
Latent understanding
Glimpse of insight (5/day),
unlocked mind
Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
-
PLAYING A CEREBRIS
To truly embrace being a cerebris, it is not
enough to simply spend a few hours in study. A
true devotee to knowledge, many cerebrises spend
substantial amounts of money on libraries on psionic
information or to acquire as many powerstones
of unusual powers as they can afford. Other
adventurers are often caught off guard at just how
much time a cerebris spends in contemplation.
Combat
Advancement
Resources
63
NPC Reactions
Organization
CEREBRIS LORE
Characters with ranks in Knowledge (psionics)
can attempt to research cerebrises to nd out more
about them. When a character makes a Knowledge
(psionics) check, use the phrases or variations of
them from below, including any information from
lower DC checks, should there be any.
DC 10: It is not enough for some to simply have
psionic power. A cerebris strives to understand
every secret of the psionic arts.
DC 15: The secrets within are what drive a
cerebris, for everything they discover is buried
within themselves.
DC 20: Many do not realize that a cerebris
actually gives up some of their psionic power in
exchange for the secrets they discover.
CEREBRISES IN THE GAME
The drive for self-knowledge and understanding
is fairly commonplace across just about any society.
Because of this, a cerebris should have little trouble
tting into your world. Incorporating a cerebris in
a particular adventure would be based more on the
specics of the adventure and if the opportunity to
learn more about oneself is presented.
A cerebris unlocks dormant power within himself
64
CLASS SKILLS
The illusion crafters class skills are Bluff,
Concentration, Craft, Diplomacy, Intimidate,
Knowledge (all skills, taken individually),
Profession (any), and Psicraft
Skill Points per level: 2 + Int modier
Adaptation
CLASS FEATURES
ILLUSION CRAFTER
Hit Die: d4
ENTRY REQUIREMENTS
To qualify to become an illusion crafter, a
character must fulll the following criteria.
Skills: Bluff 4 ranks, Diplomacy 4 ranks,
Knowledge (psionics) 8 ranks
Feats: Persuasive
Manifesting: Able to manifest control air and
psionic suggestion.
65
Special
Realistic illusion
Detect illusions +1
Reactive illusion
Detect illusions +2
Psychokinetic illusion
Detect illusions +3
Psychokinetic clone
Detect illusions +4
Steal illusion
Detect illusions +5, permanent
illusion
66
Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
-
Organization
Combat
Advancement
Resources
67
LEACHING PSYCHE
So what can YOU do?
NPC Reactions
CLASS SKILLS
The leaching psyches class skills are
Concentration, Craft, Knowledge (all skills, taken
individually), Profession (any), and Psicraft
Skill Points per level: 2 + Int modier
Adaptation
CLASS FEATURES
68
Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
-
69
Combat
70
Advancement
psyches. Many believe they are simply highlyskilled manifesters, not realizing that, by their very
nature, they are a paragon of versatility.
Resources
Adaptation
Organization
PRIMAL THOUGHT
NPC Reactions
71
Hit Die: d8
ENTRY REQUIREMENTS
To qualify to become a primal thought, a character
must fulll the following criteria.
Base Attack: +4
Skills: Knowledge (nature) 4 ranks, Knowledge
(psionics) 8 ranks, Survival 4 ranks
Manifesting: Ability to manifest 2nd level
powers
CLASS SKILLS
The primal thoughts class skills are
Autohypnosis, Concentration, Craft, Knowledge
(nature), Knowledge (psionics), Profession (any),
Psicraft, Survival
Skill Points per level: 2 + Int modier
CLASS FEATURES
72
Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
73
Combat
Organization
Advancement
Resources
NPC Reactions
74
CLASS SKILLS
The spirituels class skills are Concentration, Craft
(any), Diplomacy, Heal, Knowledge (psionics),
Knowledge (religion), Profession, and Psicraft.
Skill Points per level: 2 + Int modier
CLASS FEATURES
Adaptation
SPIRITUEL
REQUIREMENTS
75
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Psionic node
Channel energy
Extra channeling
76
Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
-
VERSATILE BLADE
CLASS FEATURES
77
Special
Shape the blade
Bladeshield (+2)
Bonus feat
Armor of the mind (+2)
Bladeshield (+4)
Shape wings
Armor of the mind (+4)
Bladeshield (+6)
Armor of the mind (+6), varied
form
78
Mind Blade
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
-
Organization
Combat
NPC Reactions
Advancement
Resources
79
CLASS SKILLS
The wild savants class skills are Autohypnosis,
Bluff, Concentration, Craft, Intimidate, Knowledge
(psionics), Listen, Profession, Psicraft, Sense
Motive, Spot.
Skill Points per level: 2 + Int modier
Adaptation
WILD SAVANT
CLASS FEATURES
ENTRY REQUIREMENTS
Untamed power radiates from those who take up
the mantle of the wild savant. His raw potential is
something he has learned to unleash at whim. To
qualify to become a wild savant, a character must
meet the following criteria.
Skills: Concentration 8 ranks
80
Combat
Advancement
Resources
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Controlled surge, wild surge +1
Savant
Wild surge +2
Savant
Inhibit
Savant
Unleash, wild surge +3
81
Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
-
forces.
-Ehrlich Greylock, human expert
Wild savants are the masters of their emotions,
learning to set loose the passion-inspired surges
that are the mark of a wilder. Where other wilders
sometimes lose themselves in these wild surges,
the wild savant is able to control and harness that
power, mastering the chaos of her own mind.
Organization
Adaptation
YUDA OF THOUGHT
NPC Reactions
ENTRY REQUIREMENTS
To qualify to become a yuda of thought, a
character must fulll the following criteria.
82
Base Attack: +5
Skills: Knowledge (psionics) 4 ranks, Knowledge
(religion) 4 ranks
Special: Must have access to the battle node (see
chapter 2 for more information).
CLASS SKILLS
The yuda of thoughts class skills are
Autohypnosis, Climb, Concentration, Craft, Jump,
Knowledge (psionics), Profession, Ride, Search,
and Swim.
Skill Points per level: 2 + Int modier
CLASS FEATURES
83
Combat
+2
+3
+4
+2
+2
+4
+0
+1
+1
+3
+3
+4
+5
+4
+1
+4
6
7
8
+6
+7
+8
+5
+5
+6
+2
+2
+2
+5
+5
+6
9
10
+9
+10
+6
+7
+3
+3
+6
+7
Special
Doctrine, power of
thought
Maximum
Power
Power
Points/ Powers
Level
Mind blade progression
Day
Known
Known
2
1
1st
+1 level of existing class
+1 level of existing class
+1 level of existing class
Severing touch
Greater weapon
focus
Exemplary disci+1 level of existing class
pline (+2), power of
thought
Dwarng perspective +1 level of existing class
Exemplary discipline +1 level of existing class
(+4),
+1 level of existing class
Dwarng perspective, true
84
5
9
14
2
2
3
1st
1st
2nd
20
2nd
28
37
47
4
4
5
3rd
3rd
4th
58
70
5
6
4th
5th
Advancement
Resources
Organization
NPC Reactions
85
Adaptation
86
ARDOROCH
87
COMBAT
Fully without mercy, the ardoroch will seek out its
strongest enemy and neutralize that opponent in
the swiftest manner possible. It will then repeat
that process for all other enemies. Typically, it will
rely on its psi-like abilities or energy burst before it
resorts to physical combat, but if necessary, it will
bring its full arsenal to bear.
Energy Burst (Su): An ardoroch can release a
burst of sonic energy that hits anything within 10
ft. of it. Treat in all ways as an energy burst of the
sonic type with a manifester level equal to 1/2 the
ardorochs Hit Dice, but with only a 10 ft. radius.
Psi-like Abilities: At will disable (DC 17), far
hand; 3/day baleful compression (DC 17), ego
whip (DC 16). Manifester Level 14th.
DOSTRAUGH
Dostraugh
88
COMBAT
An impressively massive creature, the dostraugh
does not seek to use its physique in combat
except as a last resort. Instead, the dostraugh
will seek to perplex, confuse, and confound its
opponent. Should a target become wrapped up
in the dostraughs riddle phantastique ability, the
dostraugh then seeks to completely subvert the
target, bringing the victim back to its labyrinth
home to serve as entertainment.
Should the dostraugh encounter a foe that resists
its riddling ability, it will bring its full physical
powers to bear. With its massive strength and giant
size, it is a truly dangerous opponent to run up
against.
The slam attack of the dostraugh is actually the
swirling darkness that surrounds it shifting into
physical form.
A dostraughs natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned
and evil-aligned for the purpose of overcoming
damage reduction.
Psi-like abilities: At will astral construct, read
thoughts; 3/day mind probe (DC 20), plane shift.
Manifester level 12th.
Riddle Phantastique (Psi): Although the
dostraugh is a formidable opponent in combat, it
prefers to torment its victims by uttering a riddle
so difcult that it consumes the mind of the victim,
who cannot rest until the riddle is solved.
As a standard action, the dostraugh may
communicate with a single individual similar to the
missive power, telling them the riddle phantastique.
The individual must then succeed on a DC 26 Will
save or they become fascinated with the riddle
and can take no other actions. The dostraugh will
then seek to use its plane shift ability to bring the
affected creature back to its home. This ability is
the equivalent of a 9th-level power.
Summon (Psi): Once per day, a dostraugh can
attempt to summon 4d10 fear mentats with a 50%
chance of success, or another dostraugh with a 35%
Tormented Soul
4th-level Astral Construct
These creatures are formed of ectoplasm and
shaped by a dostraugh using its astral construct
ability. They are kept to perform a macabre role,
fullling the dostraughs perverse sense of humor to
torture beings. They typically have the fast healing
menu option so the dostraugh can inict pain upon
them without fear of them dissipating too soon.
FERROPLASMIC OOZE
89
FLESHTHIEF (Ardjhenmira)
90
Environment: Any
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Twice standard
Alignment: Neutral evil
Advancement: -Level Adjustment: --
COMBAT
Where a doppelganger will mimic a mark and
use the confusion generated by two of the same
individual to its advantage, the eshthief nds
targets that appeal to its senses and will forcibly
absorb the form of that being, taking on many of its
traits and abilities.
Psi-like abilities: At will assume formUT,
chameleon; 3/day assume abilityUT, demoralize,
1/day feat leech
Steal Form (Su): The most dreaded attack that
a eshthief can make is when it attempts to steal
the form of a victim. Unlike a doppelganger or
illusionist who will simply copy the victims form,
the eshthief takes the victims very form into its
own, making the victim a part of the creature.
If a eshthief successfully makes both of its
slam attacks, it immediately gains a free grapple
attempt. If successful, on the following round, it
seeks to absorb the target unless the target makes
a successful DC 18 Fort save. Absorbed creatures
have one minute per character level to be freed
from within the eshthief, after which, they are
wholly consumed by the eshthief and no longer
exist as an individual creature.
This attack can only be made against targets of
medium size or smaller.
After stealing a creatures form, the eshthief
gains any extraordinary qualities of the creature.
The creature is also treated as Formbound for the
eshthiefs psi-like abilities (see chapter 2 for
details on the Formbound descriptor).
KEIAN
Fleshthief
91
92
prescience, 8 - hypercognition
Regeneration: A keian takes lethal damage from
evil-aligned weapons and from powers and effects
with the evil descriptor.
MALIDROUS
COMBAT
Siphoning psionic energy is the manner that a
malidrous gains nourishment. To nd its next meal,
it uses its psi-like ability to detect nearby psionic
energy and then will attempt to siphon the psionic
power of the closest creature. The small creature
is not mindless, however, so it will typically do
its best to remain undetected until it can safely
approach its meal.
Attach (Ex): A malidrous is capable of jumping
up to 15 feet in a single bound. It uses this ability
to attempt to grab onto an enemy and start a
grapple check without provoking an attack of
opportunity.
If a malidrous successfully attaches to a target,
the target must forcefully remove the creature from
its neck, causing 2d4 points of damage on the check
to break the grapple.
Siphon (Su): Unlike their brain mole cousins,
the primary mode of attack for a malidrous is its
ability to draw out the psionic power of its victims.
Despite their small size, the malidrous will attempt
to grapple its opponent and, once grappled, will
begin to siphon psionic energy from its target. For
each round the malidrous maintains the grapple, it
gains the targets Hit Dice in power points from the
victim, until the target is drained of power points.
Once a malidrous has siphoned ve times its Hit
Dice in power points, it will seek to disengage and
look for a safe place to rest.
Psi-Like Abilities: At willdetect psionics;
3/dayaversion (DC 15), mind thrust (DC 14).
Manifester level 1st. The save DCs are Charismabased.
93
MENTAT
Blade Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural),
touch 14, at-footed 15
Base Attack/Grapple: +3/-1
Attack: Mind blade +7 melee (1d4)
Full Attack: Mind blade +7 melee (1d4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, mind blade,
summon mentat
COMBAT
As followers of Javan, the blade mentats utilize
more martial combat tactics than those who worship
the manifesting godminds. There are few situations
where a blade mentat does not view the mind blade
as the perfect response.
Unlike other mentats, the blade mentat is well-
94
95
Creation Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16
COMBAT
As exemplars of metacreativity, creation mentats
prefer to create solutions to problems rather than
96
Dimension Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural),
touch 12, at-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +4 melee (1d3)
Full Attack: 2 slams +4 melee (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 13, Con 10, Int 15, Wis 6,
Cha 11
Skills: Balance +9, Concentration +6, Knowledge
(the planes) +8, Knowledge (psionics) +8, Listen
+0, Spot +0, Tumble +7
Feats: Alertness, Improved Initiative
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Any
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --
COMBAT
As students of travel and space, dimension
mentats are not incredibly talented at ghting and
often seek to use their powers to avoid combat
rather than to engage in it. If cornered, a dimension
mentat often relies upon its dimension slide ability
if possible, or will use its hustle ability to withdraw
at rapid pace.
Psi-like abilities: 3/day dimension slide; 1/day
hustle. Manifester level 3rd.
Psionics: Dimension mentats can manifest
powers as nomads of a level equal to their hit dice.
In addition, they have access to either the Time,
Travel, or Planar nodes.
Energy Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16
Base Attack/Grapple: +3/-3
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., energy conversion, low-light
vision, immunity to acid, cold, and petrication,
tongues
Saves: Fort +4, Ref +3, Will +3
97
Abilities: Str 6, Dex 10, Con 13, Int 15, Wis 11,
Cha 10
Skills: Autohypnosis +9, Concentration +7,
Intimidate +6, Knowledge (psionics) +10,
Knowledge (the planes) +8
Feats: Autonomous, Favored EnergyHC (any one)
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral or neutral
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --
spell.
COMBAT
Embodiments of energy and psychokinesis,
energy mentats will approach combat seeking
to discover which of the different energy types
is most effective. If cornered, an energy mentat
will unleash with the energy powers at its disposal
before seeking a safer environment.
Energy Conversion (Su): Once per day as a
standard action, an energy mentat can activate
energy conversion as a supernatural ability with an
effective manifester level of 13.
Psi-like abilities: 3/day energy ray; 1/day
energy missile (DC 12). Manifester level 3rd. The
save DC is Charisma-based.
Psionics: Energy mentats can manifest powers
as kineticists of a level equal to their hit dice. In
addition, they have access to the Energy node.
Enlightened Mentat
Small Outsider (Extraplanar, Good, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
98
COMBAT
Fighting is something most enlightened mentats
are loath to enter. The destruction that combat
often causes is the antithesis to the understanding
and teaching that this variety of mentat seeks to
exemplify. If forced into combat, an enlightened
mentat will seek to use its manifesting ability to
99
Cha 10
Skills: Concentration +4, Gather Information +6,
Knowledge (psionics) +8, Listen +8, Spot +8
Feats: Alertness, Psionic Talent
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Any
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --
COMBAT
As the harbingers of fear and nightmares, fear
mentats enjoy utilizing the psionic abilities at
their disposal to instill fear and terror in those
they encounter, regardless of the demeanor of the
individual encountered. However, fear mentats
are neither reckless nor stupid and will seek to
use their abilities from a safe distance, knowing
that in a physical altercation, they are at a severe
disadvantage.
Psi-like abilities: At will demoralize; 3/day
aversion. Manifester level 3rd. The save DCs are
Charisma-based.
Psionics: Fear mentats can manifest powers as
telepaths of a level equal to their hit dice. Their
power selection typically revolves around those that
have the fear subtype or mind-affecting descriptor.
In addition, they have access to the Fear node.
Insight Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8-6 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural),
touch 12, at-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +4 melee (1d3)
Full Attack: 2 slams +4 melee (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 6, Int 15, Wis 11,
COMBAT
Having access to incredible foresight, the
insight mentats often try to employ their enhanced
knowledge of the future to gain an advantage in
any conict. As they are not particularly physically
imposing, the insight mentat will seek to use its
abilities as a seer rather than engaging in a direct
confrontation.
Psi-like abilities: At will call to mind; 3/day
defensive precognition, offensive precognition.
Manifester level equal to hit dice.
Psionics: Insight mentats can manifest powers as
seers of a level equal to their hit dice. In addition,
they have access to the Extrasensory, Insight, or
Knowledge nodes (choose one).
100
Mind Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16
Base Attack/Grapple: +3/-3
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 6, Dex 10, Con 10, Int 15, Wis 11,
Cha 13
Skills: Bluff +7, Concentration +6, Diplomacy +9,
Knowledge (psionics) +8, Psicraft +8
Feats: Iron Will, Psionic Endowment
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic neutral
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --
101
vision
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 5, Dex 19, Con 11, Int 7, Wis 15, Cha
11
Skills: Balance +4, Climb +9, Hide +11, Listen +3,
Move Silently +7, Spot +3
Feats: Stealthy
Environment: Elemental Plane of Earth or urban
Organization: Pair or with owner
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Tiny)
Level Adjustment: --
(Medium)
Level Adjustment: -With every blink of your eyes, the form of the creature
before you seems to shift. Short in stature, but with
a bearing that seems to exude unpredictability, you
give it wide berth, as even it seems to be unsure
what it might do at any moment.
The wild mentat, unlike many of the other variety
of mentats, has a seemingly ever-shifting form.
Unlike an egoist, the form of the wild mentat does
not take on forms of other creatures. Instead, the
skin, hair, and eye colors shift to match the mood
of the mentat, as do other minor features such as
facial characteristics.
Wild mentats speak Celestial, Draconic, Infernal,
and Abyssal. In addition, they are treated as being
always under the effect of a tongues spell.
COMBAT
Wild mentats prefer to rely on their wilder
manifesting as opposed to physical combat. The
chaotic nature of the wild mentats emotions make
them unpredictable foes, as if their mood shifts,
they may simply disengage and leave the combat,
or they may attack at the slightest provocation.
Psi-like abilities: 3/day id insinuation.
Manifester level equal to hit dice. The save DC is
Charisma-based.
Psionics: Wild mentats can manifest powers as
wilders of a level equal to their hit dice, including
the appropriate class features of the wilder. In
addition, they have access to the Passion node.
NENNGAR
102
PHRENIC GUARDIANS
COMBAT
Crystalline phrenic guardians prefer to watch
intruders in their phrenic locations while in
their crystalline shard form, thereby avoiding
the intruders realizing they are being observed.
While the shard form of the crystalline phrenic
guardian draws attention, few realize it is, in
fact, a creature that guards the area. If the
103
104
105
COMBAT
The ora phrenic guardian reacts only when
intruders encroach upon its phrenic location and
cause harm to the location. When such an occurrence
comes to pass, the guardian is swift in meting
out retribution, using its phrenic travel ability to
immediately assault enemies, its entangling roots
106
PROSEIUS
107
SHAKAM
Proseius
108
109
Appendix
Appendix
[EPIC, PSIONIC]
You are able to tap into other devotions, unlocking
their secrets.
Prerequisites: Knowledge (psionics) 24 ranks,
Expanded Knowledge
Benet: You gain a second devotion, allowing you
access to the additional class skills and restricted
powers of that devotion.
Special: You may select this feat multiple
times. Each time, it grants you access to another
devotion.
EPIC OVERCHANNEL
[EPIC, PSIONIC]
110
[EPIC, PSIONIC]
Prerequisites: Infuse Energy, Psicraft 28 ranks,
manifester level 25th, able to manifest energy
adaptation
111
112