General Psion (and Wilder) Powers
Ratings Key[spoiler]
- Purple: Powers that only the rarest of psions should be without.
- Blue: Close to the top. Worth serious consideration in any build.
- Green: Above average. Less versatile, but still generally useful.
- Black: Average. Usefulness outclassed by other options.
- Orange: Sub-par. Limited uses or one trick poines.
- Red: Nowhere near as good as advertised. Avoid.
[/spoiler]
Level 1[spoiler]
Astral Traveler (XPH, SRD)
Relies on another player or an NPC having the Astral Caravan power. Unlikely to see any use.
Attraction (XPH, SRD)
Useful for avoiding encounters or if you’re the party face.
Bolt (XPH, SRD)
Psions who are proficient with bows may find uses for this power, but there are better choices.
Call Item (M’sE)
Not as versatile as Psionic Minor Creation, but a good substitute for non-Shaper Psions.
Call to Mind (XPH, SRD)
Usefulness in the campaign depends on how often Knowledge skills come into play, and how your DM uses knowledge skills
Catfall (XPH, SRD)
There are better ways to avoid falling damage.
Exception: if you have access to Linked Power, you can link a power to this one and still manifest another power in the first round. That bumps this power up to
black[/b].
Channel the Psychic Dragon (DrM)
Several effects rolled into one. Which takes effect depends on the augmentation level selected. Each effect provides a skill bonus, resistance against specific energy types, and sometimes a tertiary effect. Fairly versatile.
Conceal Thoughts (XPH, SRD)
Help the party face to pull off a big lie. That’s about it.
Control Flames (XPH, SRD)
Pound for pound, the single most PP efficient power for generating direct damage. A high save for a level 1 power. Can make the enemy provoke an attack of opportunity. Can also put out fires. Doesn’t allow SR/PR or require attack rolls.
Control Light (XPH, SRD)
Help out the party Rogue.
Create Sound (XPH, SRD)
Make a distraction.
Crystal Shard (XPH, SRD)
Augments very, very well. Instantaneous creation effect. Exception: if using the CPsi nerf, this power is black.
Daze, Psionic (XPH, SRD)
Allows a save and doesn’t last long enough to make a difference.
Deceleration (XPH, SRD)
Allows a save for a middling effect. Doesn’t stack.
Deflection Field (CPsi)
Defensive power that keeps you from doing anything else. Not good.
Déjà Vu (XPH, SRD)
A fairly good low-level “save-or-die.”
Demoralize (XPH, SRD)
AoE with a long duration. Allies and friends are excluded from the effect automatically. Remember: fear effects stack.
Detect Psionics (XPH, SRD)
Great power. Exception: if you’re not using psionics-magic transparency, this power is orange.
Disable (XPH, SRD)
Pin down several enemies that fail their save, allowing the party to focus on more immediate threats.
Dissipating Touch (XPH, SRD)
There are better options for doing damage.
Distract (XPH, SRD)
Only useful in rare circumstances.
Ecto Protection (XPH, SRD)
Only take this if you are going for the Constructor PrC.
Ectoplasmic Repair (M’sE)
Like Mending, with the added bonus of being usable to repair Constructs (like your Psicrystal).
Eidetic Lock (CPsi)
Better and worse than Animal Messenger: the messenger can communicate intelligently but is more likely to be noticed and thus targeted for elimination or to deviate from the task. May have a place in a low-level campaign.
Empathy (XPH, SRD)
Average information gathering power.
Empty Mind (XPH, SRD)
+2 to your already good save for 1 round? Pass.
Endure Elements, Psionic (CPsi)
Just like the magical version: average.
Energy Arc (CPsi)
Better attack powers exist, even at this low level.
Energy Ray (XPH, SRD)
More flexible than Crystal Shard, but allows SR/PR. The better choice if your group plays with the CPsi nerf.
Entangling Ectoplasm (XPH, SRD)
A good debuff/battlefield control power for all levels of play. You can get a lot of mileage out of 1 PP with this power.
Far Hand (XPH, SRD)
Okay utility power, but nothing to write home about.
Float (XPH, SRD)
Only useful if you’re caught in a flood or tossed out of a boat. Don’t bother.
Force Screen (XPH, SRD)
Best for gish-type characters, especially if your DM allows the suggested psionic modification of Abjurant Champion, in which case this becomes purple.
Grease, Psionic (XPH, SRD)
Battlefield control and utility: can render enemies flat-footed, opening up sneak attack opportunities for the party Rogue (read up on the Balance skill if you use this power), and can help you avoid a grapple. The one drawback: the DC doesn’t scale.
Hammer (XPH, SRD)
Melee touch attack power. Stay away from melee and this power.
Inertial Armor (XPH, SRD)
Better than Mage Armor because it can be augmented. Can give you the best AC in the party.
Know Direction and Location (XPH, SRD)
A one-trick pony. Don’t bother with it until you get access to the Incarnate power and make it permanent.
Matter Agitation (XPH, SRD)
The BEST choice for doing damage at low levels. Doesn’t require an attack roll. Doesn’t allow a save. PP-efficient: lasts 1 minute per level. Can also start fires. You won’t keep this you whole career, but it’ll help you make it into the big leagues.
Mind Thrust (XPH, SRD)
The highest damage potential out of any power available: 1d10 per PP. Downsides: Mind-Affecting, allows SR/PR, and Will Negates.
Missive (XPH, SRD)
If your game involves much tactical maneuvering, or focuses on non-combat encounters, this can be very useful. Even if not, have you ever wished you could tell a PC or NPC something without anyone else hearing and/or without alerting anyone to your presence? I have. A lot.
My Light (XPH, SRD)
There are better powers to see in the dark.
Precognition, Defensive (XPH, SRD)
Helps out your AC and saves. A great catch-all defensive buff. If you believe the best defense is a good defense then this is the power for you. Just remember that you’ll need time to buff.
Precognition, Offensive (XPH, SRD)
Boosts your attack rolls. For those who believe the best defense is a good offense. Again, you’ll need time to buff.
Prescience, Offensive (XPH, SRD)
Paltry damage buff. Don’t bother.
Primal Fear (CPsi)
Worse than Demoralize, another Level 1 power.
Sense Link (XPH, SRD)
Be a back-up pair of eyes for the party scout. Eventually you get this power specifically with your psicrystal, negating the need for it if your crystal is the scout.
Skate (XPH, SRD)
If your campaign is all about movement and positioning, or if your DM has a fondness for treasure that is too heavy to carry then this is a fine power to take. If not, it’s still an okay power. There are just better choices.
Slow Breathing (CPsi)
How often does altitude sickness come into play?
Stone Mind (CPsi)
Buffs a skill not on your class list.
Stygian Discernment (CPsi)
Let the party Cleric deal with undead.
Synchronicity (CPsi)
Opens up many tactical options for you.
Synesthete (XPH, SRD)
A better way of seeing in the dark. Lets you avoid gaze attacks. Arguably allows your psicrystal to see beyond its 40’ Sighted limit.
Telempathic Projection (XPH, SRD)
Average. If your game is based around non-combat intrigue or diplomacy then this is okay.
Urban Strider (CPsi)
You have other ways of dealing with such problems. Exception: in a campaign that takes place entirely within a city, this power becomes green.
Vigor (XPH, SRD)
Simply the best psionic buff. Your greatest threat at all levels is death by HP damage, and this power will let you have more effective HP than anyone else in the party, especially if shared with a psicrystal and Share Pain. Take it. Love it. Keep it.
[/spoiler]
Level 2[spoiler]
Amethyst Burst (DrM)
Effective against most of the enemy types that are problematic for any character, including incorporeal creatures and swarms. Effective against Anti-Magic and Null Psionic Fields. Doesn’t allow PR/SR. Arguably the only direct damage power you’d ever need to take. Even though the damage-to-PP ratio isn’t that great, this power can free up a ton of slots for utility purposes. Be aware that it’s a Close-ranged power with a wide area of effect, making it hard to use in close quarters without hurting party members.
Bestow Power (XPH, SRD)
Worthless in the average game.
Exception: If your DM allows the Torc of Power Preservation + Earth Power PP recharge trick, this power is
purple.
Biofeedback (XPH, SRD)
Average buff power. The Psicrystal + Share Pain + Vigor combo is better.
Body Equilibrium (XPH, SRD)
Only useful in limited circumstances. Pass.
Cloud Mind (XPH, SRD)
Only useful in the event that you encounter a single enemy with a low will save that isn’t immune to Mind-Affecting powers. Even then you’d better not do anything to alert it to your presence. Doesn’t augment at all. Just doesn’t have enough going for it to be a good pick.
Concealing Amorpha (XPH, SRD)
Okay defensive buff. Again, the Psicrystal + Share Pain + Vigor combo will be better in most situations. Unless you have a lot of time to buff before combat, stick with that combo instead of this power.
Concussion Blast (XPH, SRD)
The upsides: Force damage, good augments, no save. The downsides: low damage to PP ratio, allows SR/PR. Like all of the other level 2 offensive powers in Core, you have to take the bad with the good.
Constrictor's Touch (SoS)
Awesome debuff against casters/others wearing clothing/armor.
Control Sound (XPH, SRD)
This power has so many uses. It works like an improved version of Ghost Sound, Silence, and Shatter all wrapped up in one. Utility out the wazoo.
Crystalstorm (CPsi)
Potentially the most damaging psionic power of them all. The only downside is that the Fort DC can’t be augmented.
Damp Power (CPsi)
Better than Intellect Fortress, except that it will never last beyond the end of your next turn. Augments to protect party members.
Detect Hostile Intent (XPH, SRD)
Unless a monster is immune to Mind-Affecting powers or attacks from outside of the 30’ radius effect, you’ll never be surprised again. Very useful.
Earth Walk (CPsi)
Better than Spider Climb. Aside from the augment, not as good as Levitate.
Ego Whip (XPH, SRD)
The upsides: targets a typically low stat, dazes on a failed save, still does damage on a successful save. The downsides: the rest of the party probably won’t be doing Cha damage, allows SR/PR.
Elemental Steward (CPsi)
A summoning power that, while good at the outset, rapidly diminishes in power. Psions who want to be “summoners” should pick up Astral Construct, instead.
Elfsight (XPH, SRD)
Again, there are better powers for seeing in the dark.
Energy Adaptation, Specified (XPH, SRD)
Gives you the energy resistance you need when you need it. The augment is great.
Energy Emanation (CPsi)
Pathetic damage-to-PP ratio.
Energy Push (XPH, SRD)
The only long distance psionic touch attack. Works great with Psionic Shot/Greater Psionic Shot; for only 3 PP per shot, you can rain down a lot of damage.
Exception: for Small-sized characters, this power is black.
Energy Stun (XPH, SRD)
Stunning is a great status to inflict. Has the added benefit of being AoE. On the other hand, it only does 1d6 damage as a base.
Exception: if you use the CPsi nerf then this power is black.
Energy Stun (CPsi)
Note: this is a nerf to an existing XPH power. The PP-to-DC ratio is reduced.
Feat Leech (XPH, SRD)
For all the same reasons as Bestow Power, this power will be worthless in the average campaign.
Exception: if your DM rules that Psicrystals get feats, or if you have a cohort with psionic feats, then this power is
blue.Id Insinuation (XPH, SRD)
There are better debuffing powers out there.
Identify, Psionic (XPH, SRD)
Take it if you are the party “wizard.”
Exception: without psionics-magic transparency, this power is
orange.Inflict Pain (XPH, SRD)
A slightly below-average debuff. It’s only black because it is Will (Half).
Knock, Psionic (XPH, SRD)
Limited use utility power. In a party without a Rogue, take it. Otherwise, don’t.
Larval Flayers (CPsi)
Again, Psions who want to be “summoners” should stick with Astral Construct.
Levitate, Psionic (XPH, SRD)
Avoid ground-based combat entirely. Lasts longer than the magical equivalent.
Mental Disruption (XPH, SRD)
Doesn’t last long enough to be useful.
Missive, Mass (XPH, SRD)
Better than its first level counterpart. Great tactical uses.
Psionic Lock (XPH, SRD)
Won’t see much use in play.
Psychic Scimitar (CPsi)
Hoo, boy. Use this power and you’re all but guaranteed to take damage to your most important stat. Avoid like the plague.
Psychic Whip (SoS)
An interesting attack-and-debuff power with some unusual augments. Better for gishes than for pure manifesters.
Psychoportive Shelter (CPsi)
An improved version of Rope Trick. Many DMs won’t let this work, but with this power and the Transdimensional Power feat you can use this power to attack with impunity. Just remember the rules about bringing extradimensional spaces into an extradimensional space.
Reach (M’sE)
Can help with your melee touch attacks, but you usually don’t want such powers.
Recall Agony (XPH, SRD)
Good power for damaging melee-ers, especially since it’s Will (Half). Its usefulness dries up when immunity to Mind-Affecting becomes more common.
Sense Link, Forced (XPH, SRD)
Will rarely, if ever, see any use in play. Skip it.
Serenity (CPsi)
Renders you unable to do anything else but concentrate for the duration. Not good at all.
Share Pain (XPH, SRD)
A great catch-all defensive buff.
Exception As part of the Psicrystal + Share Pain + Vigor combo, this power is
purple.Stygian Ray (CPsi)
Too short lived to be truly useful.
Sustenance (XPH, SRD)
If your character is stranded on a desert island then take this. Otherwise, don’t.
Swarm of Crystals (XPH, SRD)
An AoE, no save, no SR/PR power, but only works at a VERY short range, and in a very narrow cone. You’re unlikely to hit more than one enemy at a time with this power.
Exception: if using the CPsi nerf, this power is black.
Thought Shield (XPH, SRD)
Only useful against a narrow range of effects. Hold out for better.
Tongues, Psionic (XPH, SRD)
Good: will let you communicate with just about anything. Bad: forces you into the role of party face, a role you don’t want unless you have a good Diplomacy check.
Zone of Alertness (CPsi)
A very good power if your DM likes ambushes. Just make sure you have a party member with very high ranks in Spot and Listen.
[/spoiler]
Level 3[spoiler]
Body Adjustment (XPH, SRD)
Okay self-healing power. Hopefully your party will have a healer but, if not, this power is here for the taking.
Body Purification (XPH, SRD)
Good for getting rid of that troublesome ability damage. Not versatile, but a solid choice.
Cerebral Phantasm (CPsi)
Not so good because it’s Will Negates. Other, better powers exist for both doing damage and for the status effect.
Danger Sense (XPH, SRD)
Only the fully augmented version is worth it. Make that version permanent with Incarnate. Don’t bother with it until then.
Darkvision, Psionic (XPH, SRD)
There are better choices for seeing in the dark.
Dimension Twister (CPsi)
Mashes together Time Hop and a direct damage power, but doesn’t does mediocre damage and lacks the versatility of Time Hop.
Dismiss Ectoplasm (XPH, SRD)
This power will only see use if you go up against Shaper Psion. Maybe once, if ever.
Dispel Psionics (XPH, SRD)
Aside from not being able to counterspell, this power is better than its magical equivalent.
Exception: if you aren’t playing with psionics-magic transparency, this power is black.
Energy Bolt (XPH, SRD)
Fine, as far as direct damage powers go, but ou’ll probably want to take more versatile powers.
Energy Burst (XPH, SRD)
Because of the huge, centered-on-you radius, you’re bound to hit your party with this power, and that’s bad.
Energy Lance (CPsi)
This power begs to be used with the Chain Power feat. Unfortunately, it is Close-ranged and the various effects associated with the energy types (which differ from the usual menu for such powers) are too short-lived.
Energy Retort (XPH, SRD)
Fine, but it’s better to avoid being attacked entirely.
Energy Wall (XPH, SRD)
Battlefield control, direct damage, and utility (use it to bring down walls with the Sonic version). Doesn’t allow SR/PR, and lasts for Concentration + 1 round per level. The only downside is that it doesn’t do enough damage to be your sole attack power.
Eradicate Invisibility (XPH, SRD)
Useful in limited circumstances.
Exhalation of the Bronze Dragon (CPsi)
Creates a unique “status effect,” but there are better means of battlefield control.
Glyph of Warding, Psionic (CPsi)
Better than the Cleric spell line.
Heavy Earth (CPsi)
Would be great for setting up attacks of opportunity if it didn’t also affect your allies…and yourself!
Keen Edge, Psionic (XPH, SRD)
A mediocre buff for the party Fighter. Don’t take it.
Mental Barrier (XPH, SRD)
Useful instant-use buff. Only use it in emergencies or you’ll see your PP evaporate.
Mindfire (CPsi)
That melee touch attack really hurts this power, as does the time it takes for it to reach its full effect.
Mind Trap (XPH, SRD)
Not ever likely to see use in the typical game
Psionic Blast (XPH, SRD)
Stunning is great, but the save is problematic.
Psychic Containment (CPsi)
You aren’t likely to encounter many psionic enemies, and there are better ways to deal with the ones you do.
Realized Potential (CPsi)
There are better buffs out there.
Share Pain, Forced (XPH, SRD)
Sucks as a power and sucks as a use of your actions.
Solicit Psicrystal (XPH, SRD)
Very useful if you have a lot of powers with a duration of Concentration, especially Telekinetic Maneuver. Can also set up a no save situation when combined with Matter Agitation and Control Flames.
Telekinetic Force (XPH, SRD)
Great utility power.
Telekinetic Thrust (XPH, SRD)
This power is potentially the only direct damage power you’ll ever need. Toss 15 Greatswords at an enemy for 30d6 damage! However, it requires a ranged attack roll (note: not a ranged touch attack) for each object hurled. Also, many DMs are likely to rule that this power doesn’t automatically overcome damage reduction, so you’d better have some magical/psionic weapons of various materials on hand.
Time Hop (XPH, SRD)
Hoo, boy. So much utility! Remove a door, a link of a chain, the rope holding up a bridge, a low-Will save charging Barbarian, etc. Really, really great.
Touchsight (XPH, SRD)
THE power for seeing in the dark, and for other un-illuminated areas. Even overcomes the Darkstalker feat.
Ubiquitous Vision (XPH, SRD)
Another one of those powers that should be made permanent with Incarnate but that shouldn’t be taken, otherwise.
[/spoiler]
Level 4[spoiler]
Aura Sight (XPH, SRD)
Make it permanent with Incarnate. That is all.
Correspond (XPH, SRD)
Communicate with anyone you’ve ever met over any distance. Great little power for when the party’s in a jam.
Death Urge (XPH, SRD)
Mediocre save-or-die power.
Detect Remote Viewing (XPH, SRD)
Protects against something that likely will never happen. Skip it.
Dimension Door, Psionic (XPH, SRD)
Okay for fleeing. The restriction on acting after manifesting it makes it not so useful for getting around in the midst of combat. The augment is nigh-useless, as it doesn't lift the movement restriction.
Dimension Door, Psionic (CPsi)
Note: this is a BOOST to an existing XPH power. Added on are a bunch of different augments that make it more versatile. Nothing spectacular, though.
Divination, Psionic (XPH, SRD)
The best information-gathering power NOT on the Seer list. Even a Seer may not need anything other than this.
Ectoplasmic Swarm (CPsi)
Sub-par damage for a power of this level, and it prevents you from doing anything else. Pass on this one.
Empathic Feedback (XPH, SRD)
They try to kill you, they die. Better on paper than it is in play.
Energy Adaptation (XPH, SRD)
Fine power, but it’s probably better to take Energy Adaptation, Specified and just use the Augmented version.
Energy Flash (CPsi)
Good damage, but requires a melee touch attack.
Freedom of Movement, Psionic (XPH, SRD)
Great for avoiding grapples and for all the other reasons the magical version is great.
Gemstone Breath (DrM)
Like Channel the Psychic Dragon, this power has different effects depending on which augmentation level you pick. Each option is a cone- or line-shaped direct damage effect. The damage type varies depending on the augmentation level, and many come with a (negatable) secondary effect. The higher PP-cost augmentations deal more damage than the lower PP-cost ones. What makes this power great is that one manifestation gives you multiple uses, making it PP-efficient. The only drawbacks are that it cannot be used in consecutive rounds, and it’s subject to SR/PR. A great power.
Intellect Fortress (XPH, SRD)
Acts like an instant successful save, potentially for the whole party. Then the party gets their actual save on top. One of the few powers that’s good for more than just you.
Mindwipe (XPH, SRD)
It’s a debuff. It’s okay.
Personality Parasite (XPH, SRD)
Situationally-useful save-or-suck. Not great.
Planar Apotheosis (CPsi)
Only the augment makes this power worthwhile. Grants a bunch of elemental resistances, PR, Darkvision and a single-use smite attack.
Exception: if your alignment is LN, N, or CN, this power is
green because you can utilize both forms.
Power Leech (XPH, SRD)
Like the other powers that are only useful on other psionic characters, you’re not likely to use this very often.
Psychic Reformation (XPH, SRD)
Brokenly good. Recreate your whole character whenever you want, for the cost of a little XP. You’ll want to take this AT LEAST at level 7, and probably a few more times over the course of your psionic career.
Shadow Eft (CPsi)
A halfway decent summoning power. Efts can do some good damage, and make effective ambushers. Astral Construct is still better, overall. This one also has the Evil descriptor.
Suggestion, Implanted (CPsi)
Almost exactly like the Level 2 Telepath power, with a few differences. It’s only because it’s a 4th level power that it’s not higher ranked.
Telekinetic Maneuver (XPH, SRD)
Versatile battlefield control. Hold down the enemy and let the rest of the party hack it to death. By RAW, your character's size modifier still applies, as does the restrictions on using the maneuvers against creatures more than one size category larger than your character.
Note 1: if your DM lifts the aforementioned restrictions, this power is
blue.
Note 2: incorporeal creatures, by RAW, are immune to grappling. Beware taking this power with the intent of wrestling ghosts.
Trace Teleport (XPH, SRD)
Very useful at higher levels when the party will encounter enemies that teleport away rather than fight to the death.
Wall of Ectoplasm (XPH, SRD)
Great battlefield control power. Weaker than the magical walls, but it is what it is, and wall effects are great.
[/spoiler]
Level 5[spoiler]
Adapt Body (XPH, SRD)
Great for dealing with the many non-combat threats presented by the adventuring lifestyle, especially if your party goes planes-hopping.
Anticipatory Strike (CPsi)
Always go first. Then act again.
Catapsi (XPH, SRD)
Hardly ever useful.
Celestial Conduit (CPsi)
The damage-to-PP ratio of the un-nerfed Energy Missile. A good power, if you like line effects.
Change Fate (M’sE)
Automatically gives you a 20 on a saving throw, ability check, or a skill check (if the skill can be used untrained). In the latter case, any ranks you have in the skill do not apply to the ultimate total. Costs XP.
Cranial Deluge (CPsi)
Do you think WotC came up with this power after watching the movie
Scanners? This one has style. Is it effective? Certainly. A fine option for a save-or-die power.
Crystal Body (DrM)
Grants immunities at a lower level than most such effects, but makes you vulnerable to certain, fortunately rare kinds of damage.
Detain Ectoplasm (CPsi)
This might be useful in a Shaper vs. Shaper duel. Otherwise, useless.
Ectoplasmic Shambler (XPH, SRD)
Large area, no save, shapeable, no SR/PR damage that blocks vision and hinders spellcasters and manifesters. Set up some walls then let ‘er rip.
Ethereal Agent (CPsi)
Manifest this and let it scout out the whole dungeon for you. Expect your companions to get antsy with all the sitting around they’ll be doing.
Incarnate (XPH, SRD)
Make permanent a whole bevy of powers. Free up those slots.
Leech Field (XPH, SRD)
Another power that’s only useful in a high psionics campaign. Pass.
Major Creation, Psionic (XPH, SRD)
So much utility! Excellent.
Plane Shift, Psionic (XPH, SRD)
Awesome transportation power.
Power Resistance (XPH, SRD)
Catch-all buff against many powers/spells.
Exception: if you’re not using psionics-magic transparency, this power is
orange.Psychic Crush (XPH, SRD)
A mediocre, Mind-Affecting save-or-die.
Psychotic Break (CPsi)
Can end encounters before they begin. It’s Mind-Affecting, so it’s not so useful at higher levels.
Shatter Mind Blank (XPH, SRD)
Why bother when you have the better, and more versatile, Dispel Psionics?
Stomp, Greater (CPsi)
Works great if all your enemies are queued up and standing on the ground. Not so likely at this point in the game. Still, it does pretty good damage and doesn’t allow SR/PR.
Stygian Dominion (CPsi)
Like Mind Switch, but only works on undead. Usually when you encounter undead, every other monster will also be undead. Since undead abilities generally aren’t that great against undead, this power has limited application beyond a convincing disguise.
Suppress Schism (CPsi)
Another power you might use once in your whole career.
Telekinetic Buffer (CPsi)
Works like a catchall version of the various Repel powers. A fairly good defensive buff that can be used creatively.
Tower of Iron Will (XPH, SRD)
A poor buff.
True Seeing, Psionic (XPH, SRD)
As good as the magic version.
[/spoiler]
Level 6[spoiler]
Aura Alteration (XPH, SRD)
Rarely useful, if ever.
Breath of the Black Dragon (XPH, SRD)
You have better choices for attack powers.
Cloud Mind, Mass (XPH, SRD)
No more useful than the single-target version.
Contingency, Psionic (XPH, SRD)
A contingencied Greater Psionic Teleport or Plane Shift can save your keister if you’re low on HP.
Co-Opt Concentration (XPH, SRD)
Just like all the other psionics-only powers: not useful.
Disintegrate, Psionic (XPH, SRD)
Effectively a save-or-die. Also a utility power. Versatile. However, if you have other ways of achieving the same results, you can pass this by. Just remember that there's no faster way of turning a 10 foot cube of any sort of material into dust.
Energy Barrage (CPsi)
Good damage, no SR/PR. Definitely worth considering.
Energy Nullification Field (CPsi)
There are better ways to avoid energy damage.
Energy Trap (SoS)
Interesting battlefield control power. Each energy type has a different effect and augments well. Low base damage, however.
Ethereal Abduction (CPsi)
Time Hop accomplishes the same thing, and is more versatile.
Fuse Flesh (XPH, SRD)
One of the more widely-applicable save-or-die powers, as it isn’t Mind-Affecting and doesn’t only affect living creatures. The downside is that it requires a melee touch attack.
Inconstant Location (CPsi)
Move and still take a full round action. Avoid attacks of opportunity to boot. A nice little power.
Mind over Energy (CPsi)
Okay, as far as defensive buff goes.
Overland Flight, Psionic (XPH, SRD)
You should be able to fly before now. If not, there's this.
Psychometry (CPsi)
Great information gathering power.
Remote View Trap (XPH, SRD)
Not likely to come up in play.
Retrieve (XPH, SRD)
Take as yours most any object you see. If Indiana Jones had had this power, he wouldn’t have needed to outrun that boulder.
Suspend Life (XPH, SRD)
Play dead. A Stupid Psion Trick.
Stygian Bolt (CPsi)
Negative levels are harsh. A good save-or-suck.
Temporal Acceleration (XPH, SRD)
Give yourself all the time you need to buff, or set yourself up to go nova. Awesome power.
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Level 7[spoiler]
Decerebrate (XPH, SRD)
A better save-or-die because it’s high enough level to force a DC they might actually fail, and because it’s not Mind-Affecting.
Divert Teleport (XPH, SRD)
Enemies that would rather flee than fight won’t be going anywhere if you have this power. Useful if your DM plays enemies that way.
Energy Claw (CPsi)
If you want a grappler, take Astral Construct.
Energy Conversion (XPH, SRD)
The key to blasting shenanigans. Best when paired with Energy Wall. No cap on how much damage you can store up and then unleash. Downsides: PR/SR applies, and Close range.
Energy Wave (XPH, SRD)
You probably have all of the direct damage powers you need by this point.
Evade Burst (XPH, SRD)
There’s nothing wrong with this power. However, it’s better to research the Psychic Warrior version, because it’s a fraction of the PP per use.
Eyes of the Basilisk (CPsi)
A save-or-die power that’s effective over multiple rounds. Nice.
Insanity (XPH, SRD)
Much better save-or-suck powers exist.
Mind Blank, Personal (XPH, SRD)
Neutralizes many of the worst/most annoying effects in the game, like Dominate, Charm, and a host of save-or-die spells and powers. Take this power.
Moment of Prescience, Psionic (XPH, SRD)
For those times when you MUST succeed on a check. Pair with Call to Mind to succeed on most Knowledge checks with a single rank in the skill.
Oak Body (XPH, SRD)
Good for the immunities.
Phase Door, Psionic (XPH, SRD)
Can get you out of a jam. Other powers do it better.
Planar Champion (CPsi)
A good summoning power, but Astral Construct is still better.
Sequester, Psionic (XPH, SRD)
Not useful.
Ultrablast (XPH, SRD)
The Mind-Affecting descriptor is a killer at this point in the game.
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Level 8[spoiler]
Bend Reality (XPH, SRD)
Added versatility, as needed. Take and keep for those times when Reality Revision would be overkill.
Iron Body, Psionic (XPH, SRD)
More immunities. Meh.
Matter Manipulation (XPH, SRD)
Make it extra hard. That’s what she said.
Mind Blank, Psionic (XPH, SRD)
This will let you help out the whole party, though it’s usually better to stick with Personal Mind Blank.
Planar Embrace (CPsi)
Gain a bevy of powers for the duration. Not bad.
Exception: if your alignment is LN, N, or CN, this power is
blue because you can utilize both forms.
Recall Death (XPH, SRD)
Mind-Affecting, but has the high DC that you need for a save-or-die to really be effective. Also does some damage on a failed save. Not too shabby.
Shadow Body (XPH, SRD)
More immunities.
Stygian Veil (CPsi)
Gives more immunities than Iron Body, but you lose the HP you gain from your Constitution. That’s bad at all levels.
Teleport, Psionic Greater (XPH, SRD)
When you need to get there in a jiffy.
True Metabolism (XPH, SRD)
Never need a Cleric again.
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Level 9[spoiler]
Affinity Field (XPH, SRD)
Can result in some nifty effects and frustrate the hell out of the DM. Also makes certain low-level powers viable, such as Psionic Repair Damage.
Affinity Field, Pain (CPsi)
Spread the damage around.
Apopsi (XPH, SRD)
For high-psionics campaign only. Still, I’d avoid opening the door to the DM using this power on you in return. Yeah, that’s metagaming, but it’s SMART metagaming.
Assimilate (XPH, SRD)
A +4 untyped bonus to all stats! Keep a Bag of Tricks around for just this purpose!
Etherealness, Psionic (XPH, SRD)
It’s here if you need it.
Microcosm (XPH, SRD)
The limitations on this power make it hard to use.
Reality Revision (XPH, SRD)
True versatility, at a price. That price is worth it, at this point.
Stygian Conflagration (CPsi)
No save, just suck. Great power.
Timeless Body (XPH, SRD)
Avoid TPK. That’s it.
Urge Extermination (CPsi)
Strictly average save-or-die.
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