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Divine Mind Mantles

Chaos Mantle

Granted Ability

You can expend you psionic focus to deal additional damage to nonchaotic creatures. You deal an additional 1d6 points of damage with a melee or ranged attack or or a spell that deals damage.

Aura

You and all allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonchaotic creatures. This bonus increases by 1 for every six class levels you have.

Powers

1 Destiny Dissonance
Your dissonant touch sickens a foe.

1 Matter Agitation
You heat a creature or object.

2 Distracting Shout
Distract opponents with your powerful shout.

3 Contrarian Urge
Forces its target to do the opposite of its general intent.

4 Personality Parasite
Subject’s mind calves self-antagonistic splinter personality for 1 round/level.

5 Catapsi
Psychic static inhibits power manifestation.

6 Inconstant Location
Make swift instantaneous moves in combat.

Communication

Granted Ability

While psionically focused, you gain a +2 competence bonus on Diplomacy checks and can use the Diplomacy skill more quickly and skillfully than others. When making a rushed Diplomacy check as a full-round action, you take only a -5 penalty to the check.

Aura

You and willing allies within your aura are linked together with the mindlink power. If they leave the area of your aura, they leave the link. They can automatically rejoin, however, once they reenter the area.

Powers

1 Attraction
Subject has an attraction you specify.

1 Charm, Psionic
Makes one person your friend.

1 Missive
Send a one-way telepathic message to subject.

1 Telempathic Projection
Alter the subject’s mood.

2 Missive, Mass
You send a one-way telepathic message to an area.

2 Suggestion, Psionic
Compels subject to follow stated course of action.

2 Tongues, Psionic
You can communicate with intelligent creatures.

4 Correspond
Hold mental conversation with another creature at any distance.

5 Metaconcert Mental concert of two or more increases the total power of the participants.

Conflict

Granted Ability

You are more in tune with martial concepts and gain the Weapon Focus feat as a bonus feat with a weapon fo vour choice.

Aura

You and allies affected by your aura gain a +2 bonus on rolls to confirm critical hits. This bonus increases to +5 if you are a 10th-level divine mind

Powers

1 Metaphysical Weapon
Weapon gains +1 bonus.

1 Prescience, Offensive
Gain +2 insight bonus on your damage rolls.

2 Psionic Lion’s Charge
You can make full attack in same round you charge.

3 Dimension Slide
Teleports you a very short distance.

4 Immovability
You are almost impossible to move and gain DR 15/–.

5 Psychic Crush
Brutally crush subject’s mental essence reducing subject to -1 hit points.

5 Graft Weapon
Your hand is replaced seamlessly by your weapon

Consumption Mantle

Granted Ability

You can expend your focus as an immediate action to gain 5 temporary hit points when someone within 10 feet is wounded. These temporary hit points last for up to 1 minute.

Aura

You can leech power points expended near you. While the aura is active, you can expend your psionic focus as an immediate action when a power is manifested within your aura. Doing so steals 1 power point from the power’s manifester. This extra power point is added to your power point reserve; you cannot gain more power points than your normal maximum. This ability has no effect if used while you have a full power point reserve. If stealing 1 power point would prevent the manifester from being able to manifest the power, you do not gain a power point but the manifester is unable to manifest the power; no power points are expended. You can steal more power points at higher levels: 2 power points at 7th level, 3 at 14th level, and 4 at 20th level. The same restrictions as described above apply.

Powers

1 Hungry Touch
Your touch deals 1d6 damage while you heal.

2 Feat Leech
Borrow another’s psionic or metapsionic feats.

4 Power Leech
Drain 1d6 power points/round while you maintain concentration; you gain 1/round.

Corruption and Madness

Granted Ability

Your insights into corruption and madness have touched you with insanity and terrible clarity. While you are psionically focused, you cannot be confused.

Aura

Your aura disquiets and disturbs the minds of those who oppose you. All enemies within your aura must make Concentration checks (DC 10 + your Wis modifier + 1/2 your divine mind level) to manifest powers, cast spells, or use psi-like or spell-like abilities.

Powers

1 Daze, Psionic
Humanoid creature of 4 HD or less loses next action.

1 Primal Fear
Target is shaken for 1 round.

2 Brain Lock
Subject cannot move or take any mental actions.

3 Mental Turmoil
Prevent target from using abilities that require mental calm.

4 Mindwipe
Subject’s recent experiences wiped away, bestowing negative levels.

Creation

Granted Ability

You gain the Boost Construct feat as a bonus feat.

Aura

All constructs within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level.

Powers

1 Astral Construct
Creates astral construct to fight for you.

1 Minor Creation, Psionic
Creates one cloth or wood object.

2 Make Whole, Psionic
Repairs an object.

4 Fabricate, Psionic
Transforms raw goods to finished items.

5 Major Creation, Psionic
As psionic minor creation, plus stone and metal.

6 Fabricate, Greater Psionic
Transforms a lot of raw goods to finished items.

6 Hardening, Psionic
Permanently increases the hardness of materials.

Death

Granted Ability

You can expend your psionic focus to kill a dying creature, as the death knell spell.

Aura

You and your allies know the condition of creatures near death within your aura, as the deathwatch spell.

Powers

1 Stygian Discernment
Gain insight to act against detected undead and negative energy auras.

2 Stygian Ray
Bestow a negative level on foe for 1 round.

3 Speak with Dead, Psionic
Speak or mindlink with a corpse to ask it questions.

4 Death Urge
Implant a self-destructive compulsion.

5 Stygian Dominion
Assume control over the body of a mindless undead creature.

Deception

Granted Ability

As an immediate action, you can expend your psionic focus to displace yourself until your next action. While you are displaced, any attacks that target you have a 50% chance to miss you entirely.

Aura

You and your allies gain a +2 bonus on Bluff checks made to feint in combat. You can expend your psionic focus to feint as a move action, as if you had the Improved Feint feat.

Powers

1 Charm, Psionic
Makes one person your friend.

2 Cloud Mind
You erase knowledge of your presence from target’s mind.

2 Concealing Amorpha
Quasi-real membrane grants you concealment.

3 False Sensory Input
Subject sees what isn’t there.

3 Escape Detection
You become difficult to detect with clairsentience powers.

6 Cloud Mind, Mass
You erase knowledge of your presence from the minds of one creature/level.

Destruction

Granted Ability

You have the Improved Sunder feat as long as you are psionically focused. If you expend your focus as part of a sunder attempt, the hardness of the object you are sundering is treated as 4 less.

Aura

You grant your allies the ability to sunder objects more easily. Any time creatures affected by your aura make sunder attempts, the hardness of objects they attempt to sunder is treated as half its normal value (the hardness of a wooden object, for example, would be 2 instead of 5).

Powers

1 Dissipating Touch
Touch deals 1d6 damage.

1 Dissolving Touch
Your touch deals 4d6 acid damage.

2 Dissolving Weapon
Your weapon deals 4d6 acid damage.

3 Dispel Psionics
Cancels psionic powers and effects.

6 Disintegrate Psionics
Turns one creature of object to dust.

Elements

Granted Ability

When you become psionically focused, choose one of the four primary elemnts with which to align yourself (air, earth, fire, or water). As long as you remain focused, you gain an associated benefit, as given below

  • Air: You treat any fall as if the distance were 20 feet less
  • Earth: You gain a +4 bonus on Balance checks and checks to resist bull rush attempts
  • Fire: Your melee attacks deal an extra 1 point of fire damage.
  • Water: You gain a swim speed equal to your base land speed.

Aura

When this aura goes into effect, you must choose to align it to one of the four elemental subtypes (air, earth, fire, water). While you are psionically focused, your attacks and the attacks of allies within your aura overcome the damage reduction (if any) of any creatures of the subtype to which you are aligned.

Powers

1 Control Flames
Take control of nearby open flame.

1 Elemental Steward
Summon a small psionic elemental to protect and serve you.

2 Control Air
You have control over wind speed and direction.

2 Earth Walk
Move easily in all directions while on earthen surfaces.

5 Adapt Body
Your body automatically adapts to hostile environments.

6 Blackstone Hammer
Target weapon petrifies those it strikes.

Energy

Granted Ability

You can expend your psionic focus to gain resistance 5 against one energy type for a number of rounds equal to 3+ your Wis modifier. At 10th level, you gain resistance to energy 10 instead.

Aura

Your wielded weapons and those wielded by allies within your aura deal 1 extra point of cold, electricity, or fire energy damage plus 1 point for every five class levels you have. You select the energy type when you activate this aura.

Powers

1 Energy Ray
Deal 1d6 energy (cold, electricity, fire, or sonic) damage.

2 Energy Push
Deal 2d6 damage and knock subject back.

3 Energy Bolt
Deal 5d6 enery damage in 120-ft. line.

3 Energy Burst
Deal 5d6 energy damage in 40-ft. burst.

3 Energy Wall
Create wall of your chosen energy type.

5 Energy Manipulation
You manipulate a source of energy.

Evil

Granted Ability

You can expend your psionic focus to deal additional damage to a non-evil creature. You deal an additional 1d6 points of damage with a melee or ranged attack or a spell that deals damage and targets a single creature.

Aura

While this aura is active, the weapons of affected allies are treated as evil-aligned for the purpose of overcoming damage reduction.

Powers

1 Protection from Good, Psionic
+2 to AC and saves, counter mind control, hedge out summoned creatures.

2 Death Knell, Psionic
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.

4 Planar Apotheosis
Temporarily become celestial or fiendish (fiendish only).

5 Fiendish Conduit
Launch a bolt of ectoplasm-mediated negative energy from your fingertips.

6 Planar Embrace
Temporarily become half-celestial or half-fiend (half-fiend only).

Fate

Granted Ability

Once per day, you can expend your psionic focus to add a bonus on one d20 roll equal to your level in the class that allowed you to access this ability.

Aura

You give your allies insight into the battle being waged around you, allowing them to bend fate to their will. While the aura of fate is active, you and your allies gain a +2 insight bonus on any one d20 roll. Once a particular ally chooses to use her bonus, the aura ends for that ally, but not for any other ally who has not yet used the insight bonus. This bonus increases by 1 for every five class levels you have, to a maximum bonus of +5 at 15th level. A specific creature can gain this bonus once per day.

Powers

1 Precognition, Defensive
Gain +1 insight bonus to AC and saving throws.

1 Precognition, Offensive
Gain +1 insight bonus on your attack rolls.

2 Clairvoyant Sense
See and hear a distant location.

4 Remote Viewing
See, hear, and potentially interact with subjects at a distance.

6 Precognition, Greater
Gain +4 insight bonus to one roll.

Force

Granted Ability

While psionically focused, you gain a +1 deflection bonus to your Armor Class.

Aura

As a move action, you can expend your psionic focus to grant yourself and all allies within your aura the ability to strike an incorporeal creature without suffering the normal 50% miss chance. This affects each ally’s next attack, as long as that attack occurs before your next turn.

Powers

1 Force Screen
Invisible disc provides +4 shield bonus to AC.

1 Deflection Field
Provides +4 deflection bonus to AC.

2 Concussion Blast
Deal 1d6 force damage to target.

3 Telekinetic Force
Move an object with the sustained force of your mind.

3 Ethereal Volley
Imbue your missiles with force energy, making them ghost touch weapons.

4 Telekinetic Maneuver
Telekinetically bull rush, disarm, grapple, or trip your target.

6 Concussive Detonation
Burst of force damages targets in area.

Freedom

Granted Ability

While psionically focused, you gain a +10-foot bonus to your speed. You can expend your focus to add your manifester level to a roll made to resist being grappled or to escape from a grapple.

Aura

You and allies within your aura gain a +2 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple. This bonus increases by 1 for every four class levels you have, to a maximum of +7 at 20th level.

Powers

1 Dimension Hop
Swiftly teleport a short distance.

2 Hustle
Instantly gain a move action.

3 Dimension Slide
Teleports you a very short distance.

4 Dimension Door, Psionic
Teleports you a short distance.

4 Fly, Psionic
You fly at a speed of 60 ft.

5 Freedom of Movement, Psionic
You cannot be held or otherwise rendered immobile.

6 Evade Burst
You take no damage from a burst on a successful Reflex save.

Good

Granted Ability

You can expend your psionic focus to deal additional damage to a non-good creature. You deal an extra 1d6 points of damage with a melee or ranged attack, or a spell that deals damage and targets a single creature.

Aura

While this aura is active, the weapons of affected allies are treated as good-aligned for the purpose of overcoming damage reduction.

Powers

1 Protection from Evil, Psionic
+2 to AC and saves, counter mind control, hedge out summoned creatures.

2 Empathic Transfer
Transfer another’s wounds to yourself.

4 Planar Apotheosis
Temporarily become celestial or fiendish.

5 Celestial Conduit
Launch a line of ectoplasm-mediated positive energy from your fingertips.

6 Planar Embrace
Temporarily become a half-celestial or half-fiend (half-celestial only).

Guardian

Granted Ability

You can expend your psionic focus as an immediate action to take the damage dealt to an adjacent ally by a single melee attack. You can declare the use of this ability after you know the result of the attack roll against your ally.

Aura

You can grant allies in range damage reduction 1/- while you are psionically focused. This damage reduction increases by 1 for every five class levels you have (DR 2/- at 5th level, 3/- at 10th level, and so on).

Powers

1 Deaden Blow
A weapon deals nonlethal damage rather than lethal.

1 Thicken Skin
Gain +1 enhancement bonus to your AC for 10 min./level.

2 Damp Power
Variable numeric effect of enermy powers are minimized against you.

3 Dispel Psionics
Cancels psionic powers and effects.

4 Wall of Ectoplasm
You create a protective barrier.

5 Protection from Psionics
Gain +3 insight bonus on saves against powers and psi-like abilities.

6 Mind over Energy
Gain brief immunity to chosen energy type.

Justice

Granted Ability

You can expend you psionic focus as an immediate action to make an attack of opportunity against a foe that attacks one of your allies.

Aura

You and allies within your aura gain a +1 bonus on attack rolls against a foe that has attacked you or another ally. This bonus increases by 1 for every six class levels you have

Powers

1 Call Weaponry
Create temporary weapon.

2 Call Armor
Transfer chosen type of armor to your hand.

2 Incite Bravery
You and allies near you become immune to feat effects for 1 round/level.

2 Zone of Truth, Psionic
Subjects within range cannot lie.

4 Aura Sight
Reveals creatures, objects, powers, or spells of selected alignment axis.

4 Discern Lies, Psionic
Reveals deliberate falsehoods.

5 True Seeing, Psionic
See all things as they really are.

6 Perfect Riposte
Make an attack of opportunity against a creatue who just missed you.

Knowledge

Granted Ability

While psionically focused, you can make Knowledge checks as if trained. You can expend your psionic focus to gain a +5 bonus on one Knowledge check.

Aura

You and allies within your aura gain a +1 bonus on all Knowledge checks. This bonus increases by 1 for every six class levels you have.

Powers

1 Call to Mind
Gain additional Knowledge check with +4 competence bonus.

1 Detect Psionics
You detect the presence of psionics.

1 Detect Teleportation
Know when teleportation powers are used in close range.

1 Know Direction and Location
You discover where you are and what direction you face.

2 Detect Hostile Intent
You can detect hostile creatures within 30 ft. of you.

2 Identify, Psionic
Learn the properties of a psionic item.

2 Object Reading
Learn details about an object’s previous owner.

3 Touchsight
Your telekinetic field tells you where everything is.

4 Detect Remote Viewing
You know when others spy on you remotely.

4 Trace Teleport
Learn destination of subject’s teleport.

6 Psychometry
Read psychic impressions from a given location.

Law

Granted Ability

You can expend your psionic focus to deal additional damage to a nonlawful creature. You deal an extra 1d6 points of damage with a melee or ranged attack, or a spell that deals damage and targets a single creature.

Aura

You and allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonlawful creatures. This bonus increases by 1 for every six class levels you have.

Powers

1 Grip of Iron
Your iron grip gives +4 bonus on grapple checks.

1 Hammer
Melee touch attack deals 1d8/round.

2 Psionic Lock
Secure a door, chest, or portal.

3 Heavy Earth
Alter gravity locally.

4 Immovability
You are almost impossible to move and gain DR 15/–.

4 Steadfast Perception
Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

5 Tower of Iron Will
Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.

Life

Granted Ability

If you expend your psionic focus as a swift action as you manifest a power from this mantle, your manifester level for that power is considered 1 higher (thus increasing the number of power points you can spend on manifesting the power, among other benefits).

Aura

Creatures in your presence feel rejuvenated and are more resistant to death effects. While it is active, allies affected by this aura gain a +2 bonus on saves against death spells and powers or psionic death effects. This bonus increases by 1 for every five class levels you have, to a maximum of +5 at 15th level.

Powers

1 Touch of Health
Channel positive energy to cure damage or deal damage to undead.

2 From the Brink
You stabilize a dying target.

3 Body Purification
Restore 2 points of ability damage.

4 Stygian Ward
Grant immunity to death spells and negative energy effects.

5 Psionic Revivify
Return the dead to life before the psyche leaves the corpse.

6 Mend Wounds
Cure nonundead of 55 damage, or deal 55 damage to undead.

6 Restoration, Psionic
Restore level and ability score drains.

Light and Darkness

Granted Ability

When you gain this mantle, choose whether you gain low-light vision or darkvision out to 60 feet. If you already have both, you can double the range of your low-light vision or add 30 feet to the range of your darkvision.

Aura

You and allies within your aura treat spells with the light or darkness descriptors as one level higher for countering the opposing effect.

Powers

1 Control Light
Adjust ambient light levels.

1 Elfsight
Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.

1 My Light
Your eyes emit 20-ft. cone of light.

2 Claws of Darkness
Gain claw attacks and slow grappled targets.

4 Light Beam
Deal 5d6 damage in 120-ft. line.

5 Shadow Walk, Psionic
Step into shadow to travel rapidly.

Magic

Granted Ability

You gain Use Magic Device as a class skill. If you purchased ranks in Use Magic Device at the cross-class rate, you get the additional ranks in Use Magic Device as if it had always been a class skill for you.

Aura

You and allies within your aura are treated as wielding magic weapons for the purpose of overcoming damage reduction.

Powers

1 Metaphysical Weapon
Weapon gains +1 bonus.

3 Dispel Psionics
Cancels psionic powers and effects.

5 Power Resistance
Grant power resistance equal to 12 + level.

6 Analyze Dweomer, Psionic
Reveals magical aspects of subject.

You also gain an augmentation option unavailable to other manifesters of this power.

Augment: For every additional power point you spend, you can analyze an additional object or creature, requiring an additional round per target.

6 Null Psionics Field
Create a field where psionic power does not function.

Mental Power

Granted Ability

For the purpose of determining bonus power points for the class that gives you this mantle, treat your Wisdom score as 2 points higher than its actual value.

Aura

You and allies within your aura gain a +2 bonus on saving throws against mind-affecting spells and abilities. This bonus increases by 1 for every six class levels you have.

Powers

1 Mind Thrust
Deal 1d10 damage.

2 Id Insinuation
Swift tendrils of thought disrupt and confuse your target.

2 Mental Disruption
Daze creatures within 10 feet for 1 round.

3 Mind Trap
Drain 1d6 power points from anyone who attacks you with a telepathy power.

4 Intellect Fortress
Those inside fortress take only half damage from all powers and psi-like abilities until your next action.

5 Psychic Crush
Brutally crush target’s mental essence, reducing subject to -1 hit points.

6 Cranial Deluge
Massive physical damage can cause your opponent’s head to explode.

Natural World

Granted Ability

You gain the wild empathy class feature (PH 35), except the result is determined by 1d20 + manifester level + your Cha modifier.

Aura

All animals, plants, and fey within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level.

Powers

1 Chameleon
Gain +10 enhancement bonus on Hide checks.

1 Metaphysical Claw
Your natural weapon gains +1 bonus.

1 Stone Mind
Gain bonuses on Search checks while standing on stone or earth.

2 Animal Affinity
Gain +4 enhancement to one ability.

2 Psionic Scent
Gain the scent ability.

4 Metamorphosis
Assume shape of creature or object.

5 Oak-Body
Your body becomes as hard as oak.

Pain and Suffering

Granted Ability

As an immediate action, you can expend your psionic focus to share the pain of the next melee attack that deals damage to you. The attacker takes damage equal to half the damage it deals you.

Aura

You and allies within your aura gain a +1 bonus on weapon damage rolls against wounded foes.

Powers

1 Disable
Subjects incorrectly believe they are disabled.

2 Inflict Pain
Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.

2 Recall Agony
Foe takes 2d6 damage.

3 Empathic Transfer, Hostile
Your touch transfers your hurt to another.

3 Share Pain, Forced
Unwilling subject takes some of your damage.

4 Empathic Feedback
When you are hit in melee, your attacker takes damage.

5 Psychotic Break
Targets viciously attack closest creature.

6 Fuse Flesh
Fuse subject’s flesh, creating a helpless mass.

Physical Power

Granted Ability

As a free action, you can expend your psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 round.

Aura

You and allies within your aura gain a +1 bonus on opposed Strength checks, such as bull rush, trip, or disarm checks, as well as on grapple checks. This bonus increases by 1 for every five class levels you have.

Powers

1 Adrenaline Boost
Receive a temporary Str and Dex boost.

1 Vigor
Gain 5 temporary hit points.

2 Animal Affinity
Gain +4 enhancement to one ability.

3 Graft Weapon
Your hand is replaced seamlessly by your weapon.

5 Psychofeedback
Boost Str, Dex, or Con at the expense of one or more other scores.

Repose

Granted Ability

While psionically focused, you gain a +2 bonus on Concentration checks, You can expend your focus as a free action to gain a +5 bonus on a single Concentration check.

Aura

While you are psionically focused, you and allies within your aura ignore the effects of fatigue. If an ally within your aura becomes exhausted for any reason, he is treated as fatigued instead. Your aura does not dispel fatigue, it merely suppresses the negative effects.

Powers

1 Empty Mind
You gain +2 on Will saves until your next action.

2 Empathic Transfer
Transfer another’s wounds to yourself.

2 Serenity
Pacify a creature and stop it from fighting.

3 Solicit Psicrystal
Your psicrystal takes over your concentration power.

4 Steadfast Perception
Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

6 Suspend Life
Put yourself into a state akin to suspended animation.

Time

Granted Ability

You gain a +2 bonus on initiative checks.

In addition, once per day, you can expend your psionic focus as an immediate action to delay the onset of one damaging attack or effect. Instead of taking the damage immediately, as normal, you take it 1 round later. If, in the intervening turn, you gain some immunity that would have protected you from the damage, it does not protect you form the delayed damage. You are subject to the damage as if you had taken it when the blow or effect was struck.

Aura

You give allies within your aura the ability to see just a moment into the future, increasing their reaction time. Anyone affected by your aura gains a +2 bonus on initiative checks and a +1 bonus on Reflex saves. This bonus on initiative checks stacks with the bonus provided by the Time mantle’s granted ability.

Powers

1 Deceleration
Target’s speed is halved.

2 Sustenance
Go without food and water for one day.

3 Time Hop
Subject hops forward in time 1 round/level.

5 Anticipatory Strike
Take your action out of initiative order.

6 Temporal Acceleration
Your time frame accelerates for 1 round.