@0    = ~Mind Blast~

@1    = ~
Mind Blast

Range: 100 ft.
Duration: Special
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: Neg.

The psionicist invades <PRO_HISHER> target's mind with a powerful and intrusive thought, disrupting the victim's brain and incapacitating it for 2 rounds on a failed save vs. spell. For every 3 levels after level 1, Mind Blast lasts for another half of a round (3 seconds), up to a maximum of 5 rounds.~
@2    = ~Psionic Blast~
@3    = ~
Psionic Blast

Range: 20 ft.
Duration: 5 rounds
Casting Time: Instant
Area of Effect: 15-ft. radius
Saving Throw: Neg.

The psionicist harnesses all of its mental strength and unleashes it upon all enemies within the area of effect, scrambling brainwaves and sending a series of incompatible messages and ideas coursing through the mind of any creature that fails a save vs. spell, rendering it helpless to defend itself for 5 rounds. For every 7 levels after level 5, victims must make their save vs. spell at an additional -1 penalty, up to a maximum of -4.~
@4    = ~Psionic Disjunction~
@5    = ~
Psionic Disjunction
(Abjuration)

Range: 40 ft.
Duration: Instant
Casting Time: Instant
Area of Effect: 15-ft. radius
Saving Throw: None

Psionic Disjunction dispels the magical effects upon any enemies within the area (allies are unaffected). This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Psionic Disjunction is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Psionic Disjunction is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~
@6    = ~Psionic Maze~
@7    = ~
Psionic Maze

Range: 70 ft.
Duration: Special
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: Neg.

Psionic Maze brings an extradimensional space into being. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring <PRO_HIMHER> back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.  ~
@8    = ~Psionic Domination~
@9    = ~
Psionic Domination

Range: 40 ft.
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Psionic Domination enables the caster to control the actions of any creature. This control is maintained through a telepathic link between the caster and the victim. The target has no option for release, even if made to do something against his morals. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. Psionic Domination lasts 10 rounds at level 7, with an extra 5 rounds for every 9 levels thereafter.~
@10    = ~Ego Whip~
@11    = ~
Ego Whip

Range: 10 ft.
Duration: 4 rounds
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: Neg.

The psionicist launches a mental assault on <PRO_HISHER> enemy's psyche, targeting its very sense of self. If the victim failed a save vs. death at +4, the crushing despair will leave it stunned and helpless for 4 rounds. For every 5 levels after level 3, the victim must makes its save vs. death at an additional -1 penalty.~
@12    = ~Detonate~
@13    = ~
Detonate

Range: 40 ft.
Duration: Instant
Casting Time: Instant
Area of Effect: 15-ft. radius
Saving Throw: None

Igniting the very air itself, the psionicist generates a sudden explosion as from nowhere. All enemies within the area of effect will suffer 5d6 points of magic damage with no saving throw. For every 6 levels after level 4, the psionicist will deal an additional 1d6 damage, up to a maximum of 9d6.~
@14    = ~Ballistic Attack~
@15    = ~Ballistic Attack

Range: 10 ft.
Duration: Instant
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: None

The psionicist grasps a boulder, rock, or similar object using telekinesis and launches it at a single foe at full force, dealing 1d12 crushing damage on impact. For every 4 levels after level 2, Ballistic Attack does an additional 1d12 damage, up to a maximum of 5d12.~
@16    = ~Planar Travel~
@17    = ~Planar Travel

Range: Visual range of caster
Duration: Instant
Casting Time: Instant
Area of Effect: The caster
Saving Throw: None

This spell transports the psionicist to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the psionicist, who immediately steps through it. Upon passing through the portal, the psionicist finds <PRO_HIMHER>self at <PRO_HISHER> chosen destination.~
@18    = ~Cure Serious Wounds~
@19    = ~Cure Serious Wounds

Duration: Permanent 
Casting Time: 1
Area of Effect: Caster 
Saving Throw: None 

The psionicist turns <PRO_HISHER> powers onto <PRO_HISHER> own body and brings healing factors into action. The psionicist recovers 4d8 +1/level (maximum +20) points of damage to <PRO_HISHER> body.~
@20    = ~Psionic Shield~
@21    = ~Psionic Shield
Calling upon hidden reserves of mental fortitude during times of danger, a psionicist can use the Psionic Shield ability to gain 25% resistance to all forms of damage, whether physical, elemental, or magical. The ability lasts for 10 rounds.~
@22    = ~Psychometabolism~
@23    = ~Psychometabolism
Taking direct control of her <PRO_HISHER> body, the psionicist may imbue <PRO_HIMHER>self with the ability to regenerate, regaining 3 Hit Points per second for 10 rounds.~
@24    = ~Psionic Mantle~
@25    = ~Psionic Mantle
By erecting an invisible forcefield of psionic energy, the psionicist may thwart any weapon that threatens to do <PRO_HIMHER> harm. For 3 rounds after using this ability, the psionicist is immune to weapons, regardless of their enchantment. This immunity cannot be dispelled, though it is vulnerable to the Breach spell.~
@26    = ~Psionic Stasis~
@27    = ~Psionic Stasis
Upon casting Psionic Stasis, the psionicist causes the flow of time to stop for all creatures within the area save for <PRO_HIMHER>self. For the next 1 round, the psionicist can move and act freely, but all other creatures are frozen in their actions, for they are literally between ticks of the clock.~
@28    = ~Astral Comet~
@29    = ~Astral Comet
The psionicist may locate a meteor or comet on another plane and construct a portal to bring it down on <PRO_HISHER> foes in the Prime Material Plane. The comet deals 10d10 crushing damage and sends out a powerful shockwave that knocks the psionicist's foes unconscious and throws them back. A successful save vs. breath will halve the damage and allow the victim to retain control of its footing and its faculties.~
@30    = ~Diffusion~
@31    = ~Diffusion
By rapidly disintegrating and re-integrating <PRO_HISHER> body, the psionicist interferes with any attempt to take apart, damage, disable, or in any way threaten <PRO_HISHER> form. For 5 rounds after activating this ability, the psionicist gains +5 to AC and a +5 bonus to all saving throws.~
@32    = ~Psionic Backlash~
@33    = ~Psionic Backlash
The psionicist may section off a portion of <PRO_HISHER> psyche and dedicate it to quickly reacting to <PRO_HISHER> enemies. On selecting this ability, every enemy who attacks the psionicist has a 50% chance of being stunned for 1 round on a failed save vs. spell.~
@34    = ~Mental Deconstruction~
@35    = ~Mental Deconstruction
The psionicist quickly analyzes the essential thought processes of a single target and designs a mental attack designed to completely break the victim's mind. If the target fails its save vs. spell at -2, it will be incapable of mustering a conscious thought or take any action for the next 4 hours. Unlike the wizard spell Feeblemind, Mental Deconstruction bypasses magic resistance and cannot be dispelled; only a Cure Disease or Heal spell may cure the victim.~
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