- An A following a power's name indicates the power can be augmented.
- An X indicates that the power carries an experience point cost.
- Powers denoted by a dagger (†) have the Network descriptor, with which society minds have special options.
- Powers marked with a HC originally appeared in Hyperconscious: Explorations in Psionics by Bruce R. Cordell and are included in a table at the end of this page.
1ST-LEVEL SOCIETY MIND POWERS
AttractionA: Subject has an attraction you specify; augment for “addiction” effect.
Call to Mind: Gain additional Knowledge check with a +4 bonus.
Detect Psionics: You detect the presence of psionics.
Know Direction and Location: You discover where you are and what direction you face.
Missive: Send a one-way telepathic message to subject.
Precognition: Gain +2 insight bonus to one roll.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Sense LinkA,†: You sense what the subject senses (single sense).
Skills as One A,†: You and another share training in a skill.
Telempathic Projection: Alter the subject’s mood.
Unearthly TerrorA,†: Terrify an enemy with sustained images.
2ND-LEVEL SOCIETY MIND POWERS
AversionA: Subject has aversion you specify; augment for “edict” effect.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension SwapA,†: You and ally or two allies switch positions.
Disrupting LashA: Quickly disrupt another’s concentration.
Empathic TransferA,†: Transfer another’s wounds to yourself.
Feat LeechA:* Borrow another’s psionic or metapsionic feats.
Missive, MassA: You send a one-way telepathic message to an area.
Psychic InterferenceA,†: Disrupt foes’ effectiveness with sustained hallucinations.
Read Thoughts: Detect surface thoughts of creatures in range.
Sense as OneA,†: Shared perceptions improve offense or defense.
Sense Link, Forced: Sense what subject senses.
Sensitivity to Psychic Impressions: You can find out about an area’s past.
Share Pain: Willing subject takes some of your damage.
Strength of My EnemyA: Siphon away your enemy’s strength and grow stronger.
Sustenance: Go without food and water for one day.
Tongues, Psionic: You can communicate with intelligent creatures.
3RD-LEVEL SOCIETY MIND POWERS
BattlesenseA: Mental heads-up display allows for improved teamwork.
Body AdjustmentA: You heal 1d12 damage.
Body PurificationA: You restore 2 points of ability damage.
Danger Sense: You gain +4 bonus against traps.
Empathic AdaptationA: You resist empathic damage.
Empathic Transfer, HostileA: Your touch transfers your hurt to another.
False Sensory InputA: Subject sees what isn’t there.
Fate LinkA: You link the fates of two targets.
Guarded Sleep: Subject’s mind is protected while asleep, and awakens in peak condition.
Mind TrapA: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Share Pain, ForcedA: Unwilling subject takes some of your damage.
Solicit PsicrystalA: Your psicrystal takes over your concentration power.
Strike As OneA,†: Mental bond improves allied combat coordination, allowing unusual flanking angles.
Vampiric Blade: You heal half of your base weapon damage.
Withstand As OneA,†: You and another share the use of the best saving throws between you.
4TH-LEVEL SOCIETY MIND POWERS
AlienationA: Subject loses ability to communicate with or understand others.
Correspond: Hold mental conversation with another creature at any distance.
Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
Intellect FortressA: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindlink, ThievingA: Borrow knowledge of a subject’s power.
Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
Psychic ReformationA,X: Subject can choose skills, feats, and powers anew for previous levels.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
5TH-LEVEL SOCIETY MIND POWERS
Adapt Body: Your body automatically adapts to hostile environments.
CatapsiA: Psychic static inhibits power manifestation.
IncarnateX: Make some powers permanent.
Leech FieldA: Leech power points each time you make a saving throw.
MetaconcertA,†: Mental concert of two or more increases the total power of the participants.
Prowess as OneA,†: You and another share the use of the highest base attack bonus between you.
Psionic RevivifyA X: Return the dead to life before the psyche leaves the corpse.
Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
Second Chance: Gain a reroll.
Shatter Mind Blank: Cancels target’s mind blank effect.
Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
6TH-LEVEL SOCIETY MIND POWERS
Aura AlterationA: Repairs psyche or makes subject seem to be something it is not.
Contingency, PsionicX: Sets trigger condition for another power.
Co-opt Concentration: Take control of foe’s concentration power.
Dispelling Buffer: You are buffered from one dispel psionics effect.
Restoration, Psionic: Restores level and ability score drains.
7TH-LEVEL SOCIETY MIND POWERS
Dream TravelA: Travel to other places through dreams.
Mind Blank, Personal: You are immune to scrying and mental effects.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Technique As OneA,†: You and another share the use of one feat between you.
8TH-LEVEL SOCIETY MIND POWERS
Ability As OneA,†: You and another share one ability score between you.
Bend RealityX: Alters reality within power limits.
Hypercognition: You can deduce almost anything.
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
True Metabolism: You regenerate 10 hit points/round.
9TH-LEVEL SOCIETY MIND POWERS
Affinity Field: Effects that affect you also affect others.
Assimilate: Incorporate creature into your own body.
Psychic ChirurgeryX: You repair psychic damage or impart knowledge of new powers.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.