Aeon Shroud: Mind psionic invocation (9th). You wrap yourself in a sheath of slow-moving time. Anything attempting to harm you must pass through it, delaying it significantly. When subject to any attack or effect that would affect you, it is delayed for 1 round. For 1 round, you are completely unaffected by it. It only takes effect 1 round later (at the same point in the round), at which point it affects you normally. You still determine the result of saving throws, damage rolls, and other random effects when the attack or effect would initially have affected you (before it is delayed), allowing you the opportunity to react to them. Similarly, the durations of attacks and effects with durations of more than 1 round are determined as normal without considering this delay. This delay only protects you and the equipment you carry, even if you and your allies are all subject to the same effect. At your discretion, some attacks and effects (such as beneficial ones granted by your allies) may not be delayed in this way, but you must be aware of them to exclude them from this effect.
As a side effect of warping time around you, your form becomes difficult to make out. With even the smallest movement, delayed light trails behind you, giving you a strange aura to all senses and making your motions hard to track. As a result, for the first attack you make each round against any given target, that target is considered flat-footed. Additionally, all attacks against you suffer a 20% miss chance.
True seeing and similarly powerful effects reveal your true position, but most other senses are fooled, even non-visual ones like blindsight or the
touchsight power.
Aeon Shroud lasts for 24 hours or until dismissed.
Aligned Armament: Least invocation (2nd). The touched weapon gains a +1 enhancement bonus on attack and damage rolls, as per a
magic weapon spell, and gains the benefit of a
bless weapon spell modified for your alignment, causing it gain your alignment and automatically confirm critical threats against enemies with opposed alignments (or against enemies with no neutral component in their alignment if you are true neutral). You only impart the benefit of one aspect of your alignment with this invocation (chosen when you invoke it), causing the weapon to only be aligned with one alignment and confirm critical threats against the opposed alignment. Unlike the
bless weapon spell, projectile weapons affected by this invocation also grant the benefits to the projectiles they shoot.
Alternatively, the touched shield or suit of armor gains a +1 enhancement bonus to the shield bonus or armor bonus to Armor Class that it grants (respectively) and it grants you damage reduction equal to its enhancement bonus, bypassed only by attacks aligned with an opposed alignment (or that are aligned with at least two non-neutral alignments if you are true neutral). You only impart the benefit of one aspect of your alignment with this invocation (chosen when you invoke it), causing the damage reduction to be bypassed only by the opposed alignment.
This invocation lasts for 24 hours or until dismissed. The effects of this invocation only apply while you wield the affected weapons or armor, not others. This invocation has the alignment descriptor according to the alignment that you impart to it.
All-Seeing Eyes: Least invocation (2nd). As originally printed in Complete Mage (page 123).
Animal Affinity: Lesser psionic invocation (2nd). This psionic invocation functions as the
animal affinity power. You can only benefit from one instance of this invocation at once, but each time you use it you may change which ability scores gain the bonus. This effect lasts for 24 hours or until dismissed.
Blademaster's Will: Lesser psionic invocation (4th). You gain an insight bonus to your Armor Class and on all saving throws based on the number of creatures you threaten. If you threaten only 1 creature, you gain a +1 bonus. If you threaten at least 2 creatures, you gain a +2 bonus. If you threaten at least 4 creatures, you gain a +3 bonus. If you threaten 7 or more creatures, you gain a +4 bonus. Finally, if you threaten 11 or more creatures, you gain a +5 bonus. This only includes creatures that you aware of, but does include creatures that are not your enemies. Thus, your allies count, but an invisible foe you could not detect would not.
In addition, you can keep fighting without penalties while at negative hit points. You are not staggered and do not fall unconscious due to nonlethal damage in excess of your hit points, nor due to having 0 or fewer hit points. While at negative hit points, you automatically stabilize, can take your full normal complement of actions, and do not risk suffering additional damage for performing strenuous actions. You still die when your hit points reach -10 or lower, as normal.
This invocation lasts for 24 hours or until dismissed.
Bladewind: Lesser psionic invocation (3rd). You can use this invocation as a swift action that does not provoke attacks of opportunity as part of making a full attack using a melee weapon. As you begin to attack, your weapon seems to shatter into hundreds of shards that fly out around you before instantly reforming unharmed. In place of your first attack at your full Base Attack Bonus, you may instead make one melee attack at your full Base Attack Bonus against each of any number of targets within reach.
Augment: You may increase your reach for these attacks by up to 5 feet for every 4 additional power points you spend.
Blaze of Glory: Lesser psionic invocation (4th). Your psychic aura ignites, burning nearby foes. Each round, at the beginning of your turn, your burning aura deals 3d6 points of mindfire damage to all enemies within 10 feet. Most creatures are not allowed a saving throw to reduce this damage, but those immune to mind-affecting effects are allowed a Reflex save for half damage, and those immune to fire damage are allowed a Will save for half damage. Blaze of Glory lasts for 1 round per manifester level.
Mindfire damage is a form of amalgam damage. It is fire damage combined with untyped damage that only affects targets subject to mind-affecting effects.
Augment: You may augment this psionic invocation one one or both of the following ways.
- For every 2 additional power points you spend, the radius of this effect increases by 5 feet.
- For every 2 additional power points you spend, the damage dealt each round increases by 1d6.
In addition, for every 2 power points spent to achieve any of the above effects, this psionic invocation's save DC increases by 1.
Blind Spot: Greater psionic invocation (5th). This psionic invocation functions as the
cloud mind power, except that invoking it is a swift action instead of a standard action. Using this invocation does not provoke attacks of opportunity.
Cerebral Blind: Greater psionic invocation (5th). For the next 24 hours, you gain a +4 competence bonus on saves against mind-affecting effects. Further, clairsentience powers that would reveal your location or gather information about you fail to do so, as per the
mind blank spell.
Chain of Personal Superiority: Least psionic invocation (2nd). This psionic invocation functions as your choice of the
offensive precognition,
offensive prescience, or
defensive precognition powers (chosen each time you invoke it). It lasts for 24 hours and can be invoked as a swift action, except that you can benefit from only one instance of it at once.
Concealing Amorpha: Least psionic invocation (2nd). This psionic invocation functions as the
concealing amorpha power, except that it lasts for 24 hours or until dismissed.
Dimension Spring Attack: Greater psionic invocation (5th). As a full-round action, you can teleport up to your speed, make a single melee attack, and then teleport up to your speed once more. You must teleport at least 5 feet each time. Teleportation in this way is as though using the
psionic dimension door power, although it does not interfere with your ability to follow through with this invocation. Using this psionic invocation does not provoke attacks of opportunity.
Augment: For every 5 additional power points you spend, you may make one additional attack at a cumulative -5 penalty, as though making multiple attacks from a high Base Attack Bonus as part of a full attack. This cannot allow you to make more attacks than you would normally be allowed by your Base Attack bonus as part of a full attack.
Enduring Body: Least psionic invocation (1st). This psionic invocation functions as the
biofeedback power, except that it lasts for 24 hours or until dismissed.
Form of Annihilation: Mind psionic invocation (7th). This psionic invocation functions as the
form of doom power, except as noted. Use the save DC of this psionic invocation to determine the save DC of the Frightening Presence it grants. In addition, if you hit a creature with at least two of the tentacles granted by this power in any given round, you latch onto its body and rip it apart, dealing an additional 2d6 points of damage plus one-and-a-half times your Strength modifier from rending. If it is a living creature, it must also make a Fortitude save or be dazed by pain for 1 round.
Augment: For every 2 additional power points you spend, this psionic invocation's save DC increases by 1.
Greater Concealing Amorpha: Greater psionic invocation (3rd). This psionic invocation functions as the
greater concealing amorpha power, except that it lasts for 24 hours or until dismissed.
Heroic Fury: Lesser psionic invocation (4th). For 24 hours, you gain the benefits of a
heroism spell. You can discharge this psionic invocation as an immediate action before rolling an attack roll as part of an attack to treat it as though you had rolled a natural 20.
Idealized Weapon: Lesser psionic invocation (3rd). The touched weapon gains all the benefits of being your mind blade, although it retains all of its original statistics and abilities (including material unless changed by Blade of Power or a similar effect), you cannot create additional copies of it (although you may still create your normal mind blade), and if you would dissipate it and not immediately reform it as part of the same action the invocation is instead dismissed. If the idealized weapon is destroyed, this invocation immediately ends. You can only affect one weapon at a time with this psionic invocation, and this psionic invocation has no effect upon artifacts, creatures, or intelligent items.
Impenetrable Tower of El Giza: Lesser psionic invocation (3rd). For 24 hours or until dismissed, a shimmering barrier floats around you, intercepting attacks. You gain a +4 shield bonus to your Armor Class and a +2 bonus on all Reflex saves. As an immediate action, you can discharge this effect to gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves, Improved Evasion, +10 bonus to Hide checks, and attacks of opportunity cannot be made against you) until the beginning of your next turn. This effect and the improved cover it can grant are considered force effects, and thus also apply against incorporeal touch attacks.
Inconstant Location: Greater psionic invocation (6th). This psionic invocation functions as the
inconstant location power, except that it lasts for 24 hours or until dismissed.
Infinite Prowess: Mind psionic invocation (8th). For the next 24 hours, your senses and reflexes are heightened to superhuman levels. You can see every opening your opponents make, allowing you to take advantage of openings that even the best swordsmen wouldn't think are there. While under the effects of this invocation, every full-round, standard, move, swift, and immediate action your opponents take provokes an attack of opportunity from you, even actions that normally do not provoke attacks of opportunity (such as attacking in melee) or are performed in such a way as to not provoke attacks of opportunity (such as casting a spell defensively). Further, you are never considered flat-footed and you can make a number of additional attacks of opportunity each round equal to your Wisdom modifier.
Keyblade: Least psionic invocation (2nd). The touched non-improvised manufactured weapon becomes attuned to the auras of objects designed to prevent entry. While you hold it, you gain the benefits of the Trapfinding ability (as the Rogue ability of the same name), a +2 insight bonus on Search checks made to find traps and secret doors and passages, and you can use the weapon to duplicate the effects of a
psionic knock power at will on any object you touch with it. Further, you can make attack rolls with the weapon in place of Disable Device checks in order to disable traps, although you are only treated as using regular thieves' tools, even if the weapon is masterwork. This effect lasts for 24 hours or until you release the weapon. Despite the name of this psionic invocation, it can be used on any type of weapon, not just blades. It can even affect ranged weapons. Regardless of the weapon affected, you can still only use it to disable traps with it within your melee reach (or your modified reach, in the case of reach weapons), similar to using thieves' tools.
Augment: For every 2 additional power points you spend, the insight bonus granted on Search checks improves by 1.
Knife to the Soul: Greater psionic invocation (5th). Each attack you make with the touched weapon that hits also deals 1 point of Intelligence, Wisdom, or Charisma damage, chosen on each attack, in addition to its normal damage. You can discharge this effect as a swift action to make the weapon instead deal 1d4+1 points of ability damage on the next attack that hits before the beginning of your next turn. This psionic invocation lasts for as long as you hold the weapon, to a maximum of 24 hours.
Martial Power: Greater psionic invocation (5th). Your skill in combat and understanding of the battlefield allows you to move, act, and fight far more efficiently than a warrior of comparable size and skill. For 1 round per level, you gain nearly all of the effects of being one size category larger. Only your space, your physical size, and your size modifier on attack rolls and to your Armor Class remain the same. You gain a +2 size bonus to your Strength, Dexterity, and Constitution scores. Further, your psionic power reinforces your body, granting you DR 3/adamantine.
Augment: For every additional power point you spend, the damage reduction granted by this psionic invocation improves by 1.
Mindcraft: Least psionic invocation (1st). This invocation grants you the ability to shape matter to your will. For 24 hours, you gain a +6 bonus on all Craft checks. During this time, you can also duplicate the effects of the
ectoplasmic repair power at will, or discharge the psionic invocation to create an Astral Construct, as per the
astral construct power. Discharging the invocation in this way takes 1 round, as though you were manifesting the
astral construct power. You may only have one Astral Construct in existence at once in this way, and each time you create it, the Astral Construct must be the same (that is, the same level and with the same choices for menu abilities and other options). Each time you gain a character level, you may change the Astral Construct you create.
Perfect Warrior: Mind psionic invocation (8th). Channeling the pure ideals of combat, you become an idealized version of yourself as the perfect warrior. This psionic invocation functions as the
combat transformation power. For its duration, you feel no pity, remorse, or fear, and you gain immunity to death, fear, mind-affecting, and pain-based effects. You automatically recognize illusions and other false sensory perceptions as being false (although you this does not grant you the ability to see them for what they really are). Further, you take only half the normal nonlethal damage you would otherwise suffer.
Psionic Lion's Charge: Lesser psionic invocation (2nd). This psionic invocation functions as the
psionic lion's charge power. Since it is a swift action to invoke, it does not provoke attacks of opportunity.
Psionic Reinforcement: Least psionic invocation (1st). For 24 hours, you gain a +4 bonus on all Autohypnosis and Concentration checks. In addition, you can discharge this psionic invocation to regain your psionic focus as a swift action without making a Concentration check.
Psychic Strike: Least psionic invocation (1st). For 24 hours, you can use the modifier of the ability score that controls the save DCs of your invocations in place of your Strength or Dexterity modifier for the purpose of attack rolls. In addition, you can discharge this effect as an immediate action after making an attack roll but before rolling for damage to deal 1d8 additional points of damage on that attack.
Augment: For every 3 additional power points you spend, the bonus damage granted improves by 1d8.
Scorn Earth: Lesser psionic invocation (4th). For 24 hours, you can walk without contacting the ground, allowing you to walk on water, thin air, and even the void of the Astral plane. You can ascend or descend at half speed at no more than a 45 degree angle. If this effect ends while you are in midair (such as if it is dispelled), you automatically land on your feet (regardless of the distance you fall) and you treat the fall as 70 feet shorter than it actually is. This otherwise functions as the
air walk spell.
Augment: For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.
See the Unseen: Least invocation (2nd). As originally printed in Complete Arcane (page 135).
Shed Body: Mind psionic invocation (8th). You and your equipment become incorporeal, granting you all the benefits and limitations of the incorporeal subtype. While incorporeal, you can interact with corporeal creatures and objects normally if you so choose (such as by making attacks or carrying objects) using your Charisma score in place of your nonexistent Strength score to determine your effective carrying capacity. This psionic invocation lasts for 1 minute or until dismissed, but you cannot use it again while its effects are in place or for 1 minute afterwards.
Specified Energy Adaptation: Lesser psionic invocation (2nd). This psionic invocation functions as the
specified energy adaptation power. You can only benefit from one instance of this invocation at once, but each time you use it you may change which energy resistance you gain. This effect lasts for 24 hours or until dismissed.
Speed of Thought: Least psionic invocation (1st). For 24 hours, you gain a +10 foot insight bonus to all movement speeds you possess and a +4 insight bonus on all initiative checks.
Spellbreaker: Greater invocation (6th). This invocation functions as your choice of a
break enchantment,
greater dispel magic (targeted or area versions only), or
remove curse spell (chosen each time you invoke it). If you successfully dispel an active spell in this manner, the spell's caster must make a Will save or be stunned for 1 round (but the caster must only make a single saving throw, regardless of how many spells you dispel). You need not have line of sight or line of effect to the spell's caster, nor even be on the same plane.
Spiderwalk: Least invocation (2nd). As originally printed in Complete Arcane (page 135).
Transporter: Greater psionic invocation (5th). This psionic invocation functions as your choice of a
psionic teleport or
psionic plane shift power (chosen each time you invoke it).
Touchsight: Greater psionic invocation (5th). You gain the effects of the
touchsight power, except that its range is 60 feet and cannot be improved through the power's normal augment. This lasts for 24 hours or until dismissed.
Voidsense: Lesser invocation (4th). As originally printed in Complete Arcane (page 136).
Volatile Mind: Least psionic invocation (2nd). For 24 hours or until dismissed, you are automatically aware of any attempt to contact your mind telepathically or to subject it to mind-affecting effects. Whenever a creature attempts to do so, you may trigger a backlash of chaotic energies as an immediate action. The contacting creature immediately loses 1 power point (if it has any) and suffers 1d4 points of Wisdom damage. A successful Will save negates the Wisdom damage (but not the loss of power points).
Augment: For every 4 additional power points you spend, the power points drained increases by 1, the Wisdom damage increases by 1d4, and this psionic invocation's save DC increases by 2.