Mantles

Ardents and divine minds create their list of potential powers by choosing specific mantles. Once a mantle is selected, the character can choose from the powers of that mantle when selecting a new known power. Each mantle also has an associated granted ability that is available to the divine mind or ardent once the domain is chosen.

Click the ⬆️ wherever you see it to return to the Mantles Index bar.

Chaos Mantle ⬆️

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

1Destiny Dissonance: Your dissonant touch sickens a foe.
1Matter Agitation: You heat a creature or object.
2Distracting ShoutA: Distract opponents with your powerful shout.
4Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
5Catapsi: Psychic static inhibits power manifestation.
6Inconstant LocationA: Make swift instantaneous moves in combat.
8Chaos Fissure: Wild surge and wild magic apply to psionic powers and spells.

Communication Mantle ⬆️

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 −5 penalty on the check.

1AttractionA: Subject has an attraction you specify.
1Charm, PsionicA: Makes one person your friend.
1MissiveA: Send one-way telepathic message to subject.
1Telempathic Projection: Alter the subject’s mood.
2Missive, MassA: You send a one-way telepathic message to an area.
2Suggestion, PsionicA: Compels subject to follow stated course of action.
2Tongues, Psionic: You can communicate with intelligent creatures.
4Correspond: Hold mental conversation with another creature at any distance.
5MetaconcertA: Mental concert of two or more increases the total power of the participants.
9MetafacultyX: You learn details about any one creature.

Conflict Mantle ⬆️

Granted Ability: You are more in tune with martial concepts and gain the Weapon Focus feat as a bonus feat with a weapon of your choice.

1Metaphysical WeaponA: Weapon gains +1 bonus.
1Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
2Psionic Lion’s ChargeA: You can make a full attack in the same round you charge.
3Dimension SlideA: Teleports you a very short distance.
4ImmovabilityA: You are almost impossible to move and gain damage reduction 15/—.
5Psychic CrushA: Brutally crush subject’s mental essence, reducing subject to −1 hit points.
5Graft Weapon: Your hand is replaced seamlessly by your weapon.
8Spirit of War: Confer +4 on attack rolls and damage rolls, +10 to one save, and confirm one critical threat.

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.

1Hungry TouchA: Your touch deals 1d6 damage while you heal.
2Feat LeechA: Borrow another’s psionic or metapsionic feats.
4Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
7Power ThiefA: Steal and quickly use one power from a target.
7Decerebrate: Remove portion of subject’s brain stem.
9ApopsiX: You delete target’s psionic powers.

Corruption and Madness Mantle ⬆️

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.

1Daze, PsionicA: Humanoid creature of 4 HD or lower loses next action.
1Primal FearA: Target is shaken for 1 round.
2Brain LockA: Subject cannot move or take any mental actions.
3Mental TurmoilA: Prevent target from using abilities that require mental calm.
4MindwipeA: Subject’s recent experiences are wiped away, bestowing negative levels.
7Decerebrate: Remove portion of subject’s brain stem.
7InsanityA: Subject is permanently confused.
9MicrocosmA: Creature or creatures live forevermore in a world of their own imaginations.

Creation Mantle ⬆️

Granted Ability: You gain the Ectopic Form feat (page 50) as a bonus feat and learn the form of your choice. You must meet all the feat’s prerequisites for the form of your choice.

1Astral ConstructA: Creates astral construct to fight for you.
1Minor Creation, Psionic: Creates one cloth or wood object.
4Fabricate, Psionic: Transforms raw goods to finished items.
5Major Creation, Psionic: As psionic minor creation, plus stone and metal.
6Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
9True CreationX: As psionic major creation, except items are completely real.

Death Mantle ⬆️

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

1Stygian Discernment: Gain insight to act against detected undead and negative energy auras.
2Stygian Ray: Bestow a negative level on foe for 1 round.
3Speak with Dead, PsionicA: Speak or mindlink with a corpse to ask it questions.
4Death UrgeA: Implant a self-destructive compulsion.
5Stygian DominionA: Assume control over the body of a mindless undead creature.
7Crisis of LifeA: Stop subject’s heart.
8Recall Death: Subject dies or takes 5d6 damage.
8Stygian Veil: You take on traits of the undead type.

Deception Mantle ⬆️

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.

1Charm, PsionicA: Makes one person your friend.
2Cloud Mind: You erase knowledge of your presence from target’s mind.
2Concealing Amorpha: Quasi-real membrane grants you concealment.
3False Sensory InputA: Subject sees what isn’t there.
3Escape Detection: You become difficult to detect with clairsentience powers.
6Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
8Bend RealityX: Alters reality within power limits.

Destruction Mantle ⬆️

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.

1Dissipating TouchA: Touch deals qd6 damage.
2Dissolving TouchA: Your touch deals 4d6 acid damage.
2Dissolving WeaponA: Your weapon deals 4d6 acid damage.
3Dispel PsionicsA: Cancels psionic powers and effects.
6Disintegrate, PsionicA: Turns one creature or object to dust.
7UltrablastA: Deal 13d6 damage in 15-ft. radius.
9Intellect Bomb: Causes your target’s head to explode.

Elements Mantle ⬆️

Granted Ability: When you become psionically focused, choose one of the four primary elements 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.

1Control FlamesA: Take control of nearby open flame.
1Elemental StewardA: Summon a small psionic elemental to protect and serve you.
2Control AirA: You have control over wind speed and direction.
2Earth WalkA: Move easily in all directions while on earthen surfaces.
3BreathlessA: You don’t need to breathe.
5Adapt Body: You body automatically adapts to hostile environments.
6Blackstone HammerA: Target weapon petrifies those it strikes.
9Tornado BlastA: Vortex of air subjects your foes to 17d6 damage and moves them.

Energy Mantle ⬆️

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.

1Energy RayA: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
2Energy PushA: Deal 2d6 damage and knock subject back.
3Energy BoltA: Deal 5d6 energy damage in 120-ft. line.
3Energy BurstA: Deal 5d6 energy damage in 40-ft. burst.
3Energy Wall: Create wall of your chosen energy type.
5Energy ManipulationA: You manipulate a source of energy.
7Energy WaveA: Deal 13d4 damage of your chosen energy type in 120-ft. cone.

Evil Mantle ⬆️

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.

1Protection from Good, Psionic: +2 to AC and saves, counter mind control, hedge out summoned creatures.
2Death Knell, Psionic: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
4Planar ApotheosisA: Temporarily become celestial or fiendish (fiendish only).
5Fiendish ConduitA: Launch a bolt of ectoplasm-mediated negative energy from your fingertips.
6Planar Embrace: Temporarily become a half-celestial or half-fiend (half-fiend only).
8Dark Despair: You gain a dark aura that harms good creatures.

Fate Mantle ⬆️

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.

1Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
1Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.
2Clairvoyant Sense: See and hear a distant location.
4Remote ViewingX: See, hear, and potentially interact with subjects at a distance.
6Precognition, Greater: Gain +4 insight bonus on one roll.
7Fate of OneA: Reroll any roll you just failed. You also gain an augmentation option unavailable to other manifesters of this power.
Augment: If you spend 3 additional power points, you can reroll a third time. You need not decide to spend the power points for this augmentation until after you decide to roll the third time, but you must spend the power points before you know the result of your roll.
9MetafacultyX: You learn details about any one creature.

Force Mantle ⬆️

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

1Force ScreenA: Invisible disc provides +4 shield bonus to AC.
1Deflection Field: Provides +4 deflection bonus to AC.
2Concussion BlastA: Deal 1d6 force damage to target.
3Telekinetic ForceA: Move an object with the sustained force of your mind.
3Ethereal Volley: Imbue your missiles with force energy, making them ghost touch weapons.
4Telekinetic ManeuverA: Telekinetically bull rush, disarm, grapple, or trip your target.
6Concussive DetonationA: Burst of force damages targets in area.
8Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.

Freedom Mantle ⬆️

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.

1Dimension HopA: Swiftly teleport a short distance.
2Hustle: Instantly gain a move action.
4Fly, Psionic: You fly at a speed of 60 ft.
5Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
5Teleport, Psionic: Instantly transports you as far as 100 miles/level.
6Evade BurstA: You take no damage from a burst on a successful Reflex save.
8Teleport, Greater Psionic: As psionic teleport, but with no range limit and no off-target arrival.

Good Mantle ⬆️

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.

1Protection from Evil, Psionic: +2 to AC and saves, counter mind control, hedge out summoned creatures.
2Empathic TransferA: Transfer another’s wounds to yourself.
4Planar ApotheosisA: Temporarily become celestial or fiendish (celestial only).
5Celestial ConduitA: Launch a line of ectoplasm-mediated positive energy from your fingertips.
6Planar Embrace: Temporarily become a half-celestial or half-fiend (half-celestial only).
8Greater Glory: Good creatures near you gain benefits.

Guardian Mantle ⬆️

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 must declare the use of this ability after you know the result of the attack roll against your ally, but before damage is rolled.

1Deaden BlowA: A weapon deals nonlethal damage rather than lethal.
1Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 minute/level.
2Damp PowerA: Variable numeric effects of enemy powers are minimized against you.
3Dispel PsionicsA: Cancels psionic powers and effects.
4Wall of Ectoplasm: You create a protective barrier.
5Protection from PsionicsA: Gain +3 insight bonus on saves against powers and psi-like abilities.
6Mind over Energy: Gain brief immunity to chosen energy type.
8Iron Body, Psionic: Your body becomes living iron.

Justice Mantle ⬆️

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

1Call WeaponryA: Create temporary weapon.
2Call ArmorA: Transfer chosen type of armor to your hand.
2Incite BraveryA: You and allies near you become immune to fear effects for 1 round/level.
2Zone of Truth, Psionic: Subjects within range cannot lie.
4Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
4Discern Lies, Psionic: Reveals deliberate falsehoods.
5True Seeing, Psionic: See all things as they really are.
6Perfect RiposteA: Make an attack of opportunity against a creature who just missed you.
7Reddopsi: Powers targeting you rebound on the manifester.

Knowledge Mantle ⬆️

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.

1Call to Mind: Gain additional Knowledge check with +1 competence bonus.
1Detect Psionics: You detect the presence of psionics.
1Detect TeleportationA: Know when teleportation powers are used in close range.
1Know Direction and Location: You discover where you are and what direction you face.
2Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
2Identify, Psionic: Learn the properties of a psionic item.
2Object ReadingA: Learn details about an object’s previous owner.
3TouchsightA: Your telekinetic field tells you where everything is.
4Detect Remote Viewing: You know when others spy on you remotely.
4Trace TeleportA: Learn destination of subject’s teleport,
6PsychometryA: Read psychic impressions from a given location.

Law Mantle ⬆️

Granted Ability: You can expend your psionic focus to deal additional damage to nonlawful creatures. You deal an additional 1d6 points of damage with a melee or ranged attack, or a spell that deals damage.

1Grip of IronA: You gain +4 bonus on grapple checks.
1HammerA: Melee touch deals 1d8/round.
2Psionic Lock: Secure a door, chest, or portal.
3Heavy EarthA: Alter gravity locally.
4ImmovabilityA: You are almost impossible to move and gain damage reduction 15/—.
4Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
5Tower of Iron WillA: Grant PR 19 against mindaffecting powers to all creatures within 10 ft. until your next turn.
8Iron Body, Psionic: Your body becomes living iron.
9Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

Life Mantle ⬆️

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).

1Touch of HealthA: Channel positive energy to cure damage or deal damage to undead.
2From the BrinkA: You stabilize a dying target.
3Body PurificationA: You heal 1d12 points of damage.
4Stygian Ward: Grant immunity to death spells and negative energy effects.
5Psionic RevivifyAX: Return the dead to life before the psyche leaves the corpse.
6Mend WoundsA: Cure nonundead of 55 damage, or deal 55 damage to undead.
6Restoration, Psionic: Restores level and ability score drains.
8True MetabolismA: You regenerate 10 hit points/round. Unlike other manifesters of this power, you gain a new augmentation option.
Augment: If you spend 5 additional power points, you can affect one additional willing creature touched with this power.

Light and Darkness Mantle ⬆️

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.

1Control LightA: Adjust ambient light levels. You also gain an augmentation option unavailable to other manifesters of this power.
Augment: If you spend 4 additional power points, you can create the effect of a daylight or darkness spell.
1Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
1My LightA: Your eyes emit 20-ft. cone of light.
2Claws of DarknessA: Gain claw attacks and slow grappled targets.
4Light BeamA: Deal 5d6 damage in 120-ft. line.
5Shadow Walk, Psionic: Step into shadow to travel rapidly.
8Light BurstA: Blinds all within 10 ft., deals 6d6 damage.

Magic Mantle ⬆️

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

In addition, you always treat magic and psionics as identical. Therefore, powers such as dispel psionics work for both magic and psionics. Most campaigns already treat them in this manner, so this mantle is most useful in campaigns where they are considered different systems.

1Metaphysical WeaponA: Weapon gains +1 bonus.
3Dispel PsionicsA: Cancels psionic powers and effects.
5Power Resistance: Grant power resistance equal to 12 + level.
6Analyze Dweomer, PsionicA: 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.
6Null Psionics Field: Create a field where psionic power does not function.
8Protection from Spells, PsionicA: Gain +3 on saves against spells and spell-like abilities.

Mental Power Mantle ⬆️

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.

1Mind ThrustA: Deal 1d10 damage.
2Id InsinuationA: Swift tendrils of thought disrupt and confuse your target.
2Mental DisruptionA: Daze creatures within 10 feet for 1 round.
3Mind TrapA: Drain 1d6 power points from anyone who attacks you with a telepathy power.
4Intellect FortressA: Those inside fortress rake only half damage from all power and psi-like abilities until your next action.
5Psychic CrushA: Brutally crush target’s mental essence, reducing subject to −1 hit points.
6Cranial DelugeA: Massive physical damage can cause your opponent’s head to explode.
8Hypercognition: You can deduce almost anything.

Natural World Mantle ⬆️

Granted Ability: You gain the wild empathy class feature, except the result is determined by 1d20 + manifester level + your Cha modifier.

1Chameleon: Gain +10 enhancement bonus on Hide checks.
1Metaphysical ClawA: Your natural weapon gains +1 bonus.
1Stone MindA: Gain bonuses on Search checks while standing on stone or earth.
2Animal AffinityA: Gain +4 enhancement to one ability.
2Psionic Scent: Gain the scent ability.
4Metamorphosis: Assume shape of creature or object.
5Oak BodyA: Your body becomes as hard as oak.
7Animate Plants, Psionic: One or more plants animate and fight for you.
9Earthquake, Psionic: Intense tremor shakes 5-ft./level radius.

Pain and Suffering Mantle ⬆️

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.

1DisableA: Subjects incorrectly believe they are disabled.
2Inflict PainA: Telepathic stab gives your foe −4 on attack rolls, or −2 if he makes the save.
2Recall AgonyA: Foe takes 2d6 damage.
3Empathic Transfer, HostileA: Your touch transfers your hurt to another.
3Mental TurmoilA: Prevent target from using abilities that require mental calm.
3Share Pain, ForcedA: Unwilling subject takes some of your damage.
4Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
5Psychotic BreakA: Targets viciously attack closest creature.
6Fuse FleshA: Fuse subject’s flesh, creating a helpless mass.
9Affinity Field, Pain: Negative effects that affect you also affect others.

Physical Power Mantle ⬆️

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.

1Adrenaline BoostA: Receive a temporary Str and Dex boost.
1VigorA: Gain 5 temporary hit points.
2Animal AffinityA: Gain +4 enhancement to one ability.
3Graft Weapon: Your hand is replaced seamlessly by your weapon.
5Psychofeedback: Boost Str, Dex. or Con at the expense of one or more other scores.
7Oak BodyA: Your body becomes as hard as oak.
8True MetabolismA: You regenerate 10 hit points/round.

The Planes Mantle ⬆️

Granted Ability: You can expend your focus to gain a +4 bonus on manifester level checks made to overcome an outsider’s power resistance. You can use this ability in conjunction with the Power Penetration or Greater Power Penetration feat, and the effects stack.

1Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
3Astral CaravanA: You lead an astral traveler-enabled group to a planar destination.
4Dimensional Anchor, Psionic: Bars extradimensional movement.
4Dismissal, Psionic: Forces a creature to return to its native plane.
5Plane Shift, Psionic: Travel to other planes.
6Planar ChampionA: Call a good or evil creature to do your bidding.
7Ethereal Jaunt, Psionic: Become ethereal for 1 round/ level.
9Etherealness, Psionic: Become ethereal for 1 minute/level.

Repose Mantle ⬆️

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.

1Empty MindA: You gain +2 on Will saves until your next action.
2SerenityA: Pacify a creature and stop it from fighting.
2Empathic TransferA: Transfer another’s wounds to yourself.
3Solicit PsicrystalA: Your psicrystal takes over your concentration power.
4Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
6Suspend Life: Put yourself into a state akin to suspended animation.
7Mind Blank, Personal: You are immune to scrying and mental effects.

Time Mantle ⬆️

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 from the delayed damage. You are subject to the damage as if you had taken it when the blow or effect was struck.

1DecelerationA: Target’s speed is halved.
2Sustenance: Go without food and water for one day.
3Time HopA: Subject hops forward in time 1 round/level.
5Anticipatory StrikeA: Take your action out of initiative order.
6Temporal AccelerationA: Your time frame accelerates for 1 round.
8Time Hop, MassA: Willing subjects hop forward in time.
9Time RegressionX: Relive the last round.